My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

2 warnings Why?

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Bats Musketeer Phoenix Mother Witch

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.

Bats Musketeer Battle Ram Phoenix Mother Witch Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball

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 Battle Ram Mega Knight

Pump responses

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

Fireball

Dropped at the bridge

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

Mini P.E.K.K.A Battle Ram Phoenix Mega Knight

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

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
Bats Battle Ram Phoenix
Giant Snowball
Bats Musketeer Battle Ram
Zap
Bats Battle Ram
Barbarian Barrel
Musketeer Battle Ram
The Log
Mini P.E.K.K.A Musketeer Battle Ram
Earthquake
Arrows
Bats
Royal Delivery
Bats Mini P.E.K.K.A Musketeer Battle Ram Mother Witch
Fireball
Musketeer Battle Ram Mother Witch
Poison
Bats Musketeer Phoenix Mother Witch
Lightning
Mini P.E.K.K.A Musketeer Battle Ram Phoenix Mother Witch
Rocket
Musketeer Phoenix

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Mega Knight

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.

Bats Mini P.E.K.K.A Battle Ram Mother Witch Mega Knight

Strong when overleveled

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

Fireball

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Fireball Mini P.E.K.K.A Musketeer Battle Ram Phoenix Mother Witch Mega Knight

Shortest cycle

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

14 Bats Fireball Mini P.E.K.K.A Musketeer

Attack Synergies 1 10

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.

Bats
Mega Knight Mini P.E.K.K.A Battle Ram
Fireball
Battle Ram Mega Knight
Mini P.E.K.K.A
Bats Musketeer Mega Knight
Musketeer
Mini P.E.K.K.A Battle Ram Mega Knight
Battle Ram
Bats Fireball Musketeer Mother Witch
Phoenix
Mother Witch
Battle Ram Mega Knight
Mega Knight
Bats Fireball Mini P.E.K.K.A Musketeer Mother Witch

Defense Synergies 0 10

Bats
Mini P.E.K.K.A Musketeer Mega Knight
Fireball
Mini P.E.K.K.A Musketeer Mega Knight
Mini P.E.K.K.A
Bats Fireball Musketeer Mother Witch
Musketeer
Bats Fireball Mini P.E.K.K.A Mega Knight
Battle Ram
Phoenix
Mother Witch
Mini P.E.K.K.A Mega Knight
Mega Knight
Bats Fireball Musketeer Mother Witch

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.

Fireball Musketeer
Mini P.E.K.K.A Bats Musketeer Phoenix Mega Knight
Mini P.E.K.K.A Mega Knight Bats Musketeer
Mini P.E.K.K.A Bats Musketeer Phoenix Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Fireball Bats Musketeer Mother Witch Mega Knight
Bats Musketeer Fireball Phoenix
Fireball Musketeer Phoenix Mega Knight
Mini P.E.K.K.A Musketeer Phoenix
Mini P.E.K.K.A Musketeer Phoenix Mega Knight
Bats Mother Witch Fireball Musketeer Mega Knight
Musketeer Bats Fireball Phoenix
Mini P.E.K.K.A Mega Knight Bats Fireball Musketeer
Fireball Mega Knight Bats Mini P.E.K.K.A
Mini P.E.K.K.A Phoenix Mega Knight
Fireball Mini P.E.K.K.A Mega Knight
Mega Knight Bats Fireball Mini P.E.K.K.A Musketeer
Fireball Mega Knight Bats Musketeer
Bats Fireball Musketeer Mother Witch Mega Knight
Mini P.E.K.K.A Musketeer Phoenix
Mega Knight Bats Fireball Mini P.E.K.K.A Musketeer Mother Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Fireball
Fireball Mini P.E.K.K.A Musketeer Phoenix Mega Knight
Mega Knight Bats Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Mega Knight Bats Fireball Musketeer Phoenix
Mini P.E.K.K.A Musketeer Phoenix Mega Knight
Fireball Mother Witch Bats Musketeer
Mini P.E.K.K.A Bats Fireball Musketeer Phoenix
Mini P.E.K.K.A Mega Knight Phoenix
Mega Knight Bats Fireball Mini P.E.K.K.A Phoenix
Musketeer Phoenix
Mega Knight Bats Mini P.E.K.K.A Musketeer Phoenix
Mega Knight Fireball Phoenix
Mini P.E.K.K.A Mega Knight Fireball
Fireball Musketeer Mega Knight
Phoenix Bats Fireball Mini P.E.K.K.A Musketeer
Bats Mega Knight Fireball Mini P.E.K.K.A Musketeer Phoenix Mother Witch
Fireball

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.)

Fireball Musketeer
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball Mega Knight
Fireball Mother Witch Bats Musketeer
Musketeer
Fireball
Fireball
Bats Fireball Mini P.E.K.K.A Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer Mega Knight
Fireball
Bats Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Musketeer Mega Knight
Fireball Mother Witch Mega Knight
Fireball Musketeer Mega Knight
Fireball
Musketeer
Fireball Musketeer
Mother Witch Fireball Mega Knight
Fireball Musketeer
Fireball Musketeer Mega Knight
Fireball Musketeer
Bats Fireball Musketeer Mother Witch
Bats Fireball Musketeer
Fireball Mini P.E.K.K.A
Fireball Musketeer Mega Knight
Fireball
Mega Knight
Fireball
Bats Fireball Musketeer
Fireball Musketeer
Fireball
Fireball Mini P.E.K.K.A Musketeer Mega Knight
Fireball Musketeer
Fireball
Musketeer Mega Knight
Bats Fireball Musketeer
Bats Fireball Musketeer
Fireball Musketeer Mega Knight
Fireball Mega Knight

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