My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
Mediocre

1 problems 4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Musketeer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Musketeer Balloon Royal Ghost Bandit

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Balloon

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mini P.E.K.K.A Balloon Royal Ghost Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Mini P.E.K.K.A Balloon Royal Ghost Bandit

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Mini P.E.K.K.A Balloon Royal Ghost Bandit

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Balloon Bandit
Giant Snowball
Musketeer Balloon
Zap
Balloon Bandit
Barbarian Barrel
Knight Musketeer Royal Ghost Bandit
The Log
Mini P.E.K.K.A Musketeer Bandit
Earthquake
Arrows
Royal Delivery
Knight Mini P.E.K.K.A Musketeer Balloon Royal Ghost Bandit
Fireball
Musketeer Balloon Bandit
Poison
Musketeer Balloon
Lightning
Knight Mini P.E.K.K.A Musketeer Balloon Bandit
Rocket
Musketeer Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Ghost

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Arrows Knight Mini P.E.K.K.A Royal Ghost

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Musketeer

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Arrows Knight Royal Ghost Bandit Mini P.E.K.K.A Musketeer Balloon

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

9 Mirror Arrows Knight Royal Ghost

Attack Synergies 4 14

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Arrows
Mirror Balloon Knight Mini P.E.K.K.A Bandit
Knight
Musketeer Balloon Arrows
Mini P.E.K.K.A
Arrows Musketeer Mirror
Musketeer
Knight Mini P.E.K.K.A Mirror Balloon Royal Ghost Bandit
Mirror
Arrows Mini P.E.K.K.A Musketeer Balloon Royal Ghost
Balloon
Arrows Knight Musketeer Mirror Royal Ghost Bandit
Royal Ghost
Musketeer Mirror Balloon Bandit
Bandit
Arrows Musketeer Balloon Royal Ghost

Defense Synergies 2 10

Arrows
Mirror Knight Mini P.E.K.K.A Bandit
Knight
Musketeer Arrows Mini P.E.K.K.A
Mini P.E.K.K.A
Arrows Knight Musketeer Mirror Royal Ghost
Musketeer
Knight Mini P.E.K.K.A Mirror Royal Ghost Bandit
Mirror
Arrows Mini P.E.K.K.A Musketeer
Balloon
Royal Ghost
Mini P.E.K.K.A Musketeer
Bandit
Arrows Musketeer

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Knight Musketeer
Mini P.E.K.K.A Knight Musketeer Bandit
Mini P.E.K.K.A Knight Musketeer Bandit
Mini P.E.K.K.A Knight Musketeer Bandit
Arrows Mini P.E.K.K.A
Arrows Musketeer Royal Ghost Bandit
Musketeer Arrows
Arrows Musketeer Bandit
Mini P.E.K.K.A Musketeer
Knight Mini P.E.K.K.A Musketeer Royal Ghost Bandit
Arrows Knight Musketeer Royal Ghost Bandit
Arrows Musketeer
Mini P.E.K.K.A Knight Musketeer Bandit
Arrows Mini P.E.K.K.A Royal Ghost
Mini P.E.K.K.A Knight Bandit
Mini P.E.K.K.A Bandit
Arrows Knight Mini P.E.K.K.A Musketeer
Arrows Knight Musketeer Royal Ghost Bandit
Arrows Knight Musketeer Royal Ghost Bandit
Mini P.E.K.K.A Musketeer
Royal Ghost Arrows Knight Mini P.E.K.K.A Musketeer Bandit
Mini P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Mini P.E.K.K.A Royal Ghost Bandit
Bandit Arrows Knight Mini P.E.K.K.A Musketeer Royal Ghost
Bandit Knight Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Knight Musketeer Bandit
Knight Mini P.E.K.K.A Musketeer Bandit
Arrows Musketeer
Mini P.E.K.K.A Knight Musketeer Bandit
Mini P.E.K.K.A Knight
Knight Mini P.E.K.K.A Bandit
Musketeer
Knight Mini P.E.K.K.A Musketeer
Arrows
Mini P.E.K.K.A Knight Bandit
Musketeer
Knight Mini P.E.K.K.A Musketeer
Arrows Mini P.E.K.K.A Musketeer Royal Ghost
Arrows

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows Knight Musketeer Royal Ghost Bandit
Arrows Musketeer Royal Ghost Bandit
Arrows Bandit
Arrows Knight Musketeer
Arrows
Arrows Musketeer
Arrows Musketeer
Arrows
Arrows Bandit
Mini P.E.K.K.A Musketeer
Arrows Knight Musketeer Bandit
Arrows Musketeer
Knight Musketeer Bandit
Arrows Musketeer Bandit
Arrows Musketeer
Arrows Musketeer Bandit
Arrows Musketeer Bandit
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Musketeer Bandit
Arrows
Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer Royal Ghost Bandit
Arrows Musketeer Bandit
Arrows Musketeer Bandit
Arrows Musketeer
Musketeer
Mini P.E.K.K.A
Arrows Musketeer Bandit
Arrows
Arrows
Musketeer Bandit
Arrows Musketeer
Arrows
Knight Mini P.E.K.K.A Musketeer
Arrows Musketeer
Arrows
Musketeer
Musketeer
Musketeer
Musketeer Royal Ghost Bandit

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: