My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Archers Musketeer Inferno Tower Wizard

Defensive buildings

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

Inferno Tower

Investments

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

Bats Archers Musketeer Wizard Giant Skeleton

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap

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

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.

Mini P.E.K.K.A Giant Skeleton

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 Giant Skeleton

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 Archers Giant Skeleton
Giant Snowball
Bats Archers Musketeer
Zap
Bats Archers Inferno Tower
Barbarian Barrel
Archers Musketeer Inferno Tower Wizard Giant Skeleton
The Log
Archers Mini P.E.K.K.A Musketeer Giant Skeleton
Earthquake
Archers Inferno Tower
Arrows
Bats Archers
Royal Delivery
Bats Archers Mini P.E.K.K.A Musketeer Wizard Giant Skeleton
Fireball
Archers Musketeer Inferno Tower Wizard
Poison
Bats Archers Musketeer Inferno Tower Wizard
Lightning
Mini P.E.K.K.A Musketeer Inferno Tower Wizard
Rocket
Musketeer Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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 Inferno Tower Giant Skeleton

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 Wizard

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Archers Mini P.E.K.K.A Musketeer Inferno Tower Wizard Giant Skeleton

Shortest cycle

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

11 Bats Zap Archers Mini P.E.K.K.A

Attack Synergies 1 13

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
Giant Skeleton Zap Mini P.E.K.K.A
Zap
Bats Archers Mini P.E.K.K.A Musketeer Giant Skeleton
Archers
Zap Mini P.E.K.K.A Giant Skeleton
Mini P.E.K.K.A
Bats Zap Archers Musketeer Wizard Giant Skeleton
Musketeer
Zap Mini P.E.K.K.A Giant Skeleton
Inferno Tower
Wizard
Mini P.E.K.K.A Giant Skeleton
Giant Skeleton
Bats Zap Archers Mini P.E.K.K.A Musketeer Wizard

Defense Synergies 1 17

Bats
Zap Mini P.E.K.K.A Musketeer Inferno Tower Giant Skeleton
Zap
Mini P.E.K.K.A Bats Archers Musketeer Inferno Tower Giant Skeleton
Archers
Zap Mini P.E.K.K.A Inferno Tower Giant Skeleton
Mini P.E.K.K.A
Zap Bats Archers Musketeer Wizard
Musketeer
Bats Zap Mini P.E.K.K.A Inferno Tower Giant Skeleton
Inferno Tower
Bats Zap Archers Musketeer
Wizard
Mini P.E.K.K.A Giant Skeleton
Giant Skeleton
Bats Zap Archers Musketeer Wizard

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.

Zap Musketeer Inferno Tower Wizard
Mini P.E.K.K.A Inferno Tower Bats Zap Musketeer
Mini P.E.K.K.A Inferno Tower Bats Archers Musketeer Giant Skeleton
Mini P.E.K.K.A Inferno Tower Bats Musketeer
Mini P.E.K.K.A Giant Skeleton
Bats Zap Archers Musketeer
Bats Musketeer Inferno Tower Zap Archers Wizard
Zap Musketeer Inferno Tower Giant Skeleton
Mini P.E.K.K.A Inferno Tower Musketeer
Archers Mini P.E.K.K.A Musketeer Inferno Tower Giant Skeleton
Bats Archers Zap Musketeer Wizard Giant Skeleton
Musketeer Inferno Tower Bats Zap Archers Wizard
Mini P.E.K.K.A Inferno Tower Bats Zap Musketeer Wizard Giant Skeleton
Wizard Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Inferno Tower
Inferno Tower Zap Mini P.E.K.K.A
Wizard Bats Mini P.E.K.K.A Musketeer Inferno Tower
Bats Zap Archers Musketeer Wizard
Zap Wizard Bats Archers Musketeer Giant Skeleton
Mini P.E.K.K.A Musketeer Inferno Tower
Wizard Bats Archers Mini P.E.K.K.A Musketeer Giant Skeleton
Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Archers Inferno Tower Giant Skeleton
Zap Archers Mini P.E.K.K.A Musketeer Wizard
Giant Skeleton Bats Zap Mini P.E.K.K.A Musketeer Inferno Tower
Mini P.E.K.K.A Giant Skeleton Bats Zap Musketeer Inferno Tower
Inferno Tower Giant Skeleton Mini P.E.K.K.A Musketeer
Wizard Bats Zap Archers Musketeer
Mini P.E.K.K.A Bats Archers Musketeer Inferno Tower Giant Skeleton
Mini P.E.K.K.A Inferno Tower Giant Skeleton
Zap Giant Skeleton Bats Mini P.E.K.K.A Inferno Tower
Inferno Tower Musketeer
Bats Mini P.E.K.K.A Musketeer Inferno Tower Giant Skeleton
Zap Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Inferno Tower Wizard
Wizard Archers Musketeer
Inferno Tower Bats Zap Archers Mini P.E.K.K.A Musketeer Giant Skeleton
Bats Zap Archers Mini P.E.K.K.A Musketeer Inferno Tower Wizard Giant Skeleton
Zap Inferno Tower

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.)

Musketeer Giant Skeleton
Zap Musketeer
Giant Skeleton
Musketeer Giant Skeleton
Wizard Zap
Wizard Bats Zap Musketeer
Archers Musketeer Wizard
Zap Wizard
Zap Wizard
Bats Mini P.E.K.K.A Musketeer
Zap Musketeer Wizard
Zap Archers Musketeer Wizard
Musketeer
Musketeer
Zap Musketeer
Zap Musketeer Wizard
Musketeer Wizard
Bats Mini P.E.K.K.A
Zap Archers Mini P.E.K.K.A Musketeer Wizard
Zap Wizard
Musketeer Giant Skeleton
Wizard
Musketeer
Zap Musketeer
Zap Wizard
Zap Musketeer Wizard
Zap Musketeer Wizard
Zap Musketeer
Bats Zap Archers Musketeer Wizard
Zap Bats Musketeer Wizard
Mini P.E.K.K.A
Zap Musketeer Wizard
Zap
Giant Skeleton
Wizard
Zap Bats Archers Musketeer
Zap Archers Musketeer Wizard
Mini P.E.K.K.A Musketeer Wizard
Zap Musketeer Wizard
Zap Giant Skeleton
Musketeer
Zap Bats Musketeer Giant Skeleton
Bats Zap Musketeer
Zap Musketeer Giant Skeleton
Wizard

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