My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

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.

Mortar

Investments

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

Skeletons Ice Spirit Musketeer P.E.K.K.A

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Zap The Log

Punishments

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

Mortar

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.

Electro Spirit Ice Spirit Mortar P.E.K.K.A

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.

Electro Spirit

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
Skeletons
Giant Snowball
Skeletons Musketeer
Zap
Skeletons Mortar
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Mortar Musketeer
The Log
Skeletons Electro Spirit Ice Spirit Musketeer
Earthquake
Skeletons Mortar
Arrows
Skeletons Electro Spirit Ice Spirit
Royal Delivery
Skeletons Electro Spirit Ice Spirit Musketeer P.E.K.K.A
Fireball
Mortar Musketeer
Poison
Mortar Musketeer
Lightning
Mortar Musketeer
Rocket
Mortar Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Zap Mortar The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Electro Spirit Ice Spirit P.E.K.K.A

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.

Ice Spirit 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Ice Spirit Zap The Log Mortar Musketeer P.E.K.K.A

Shortest cycle

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

5 Skeletons Electro Spirit Ice Spirit Zap

Attack Synergies 3 12

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.

Skeletons
Electro Spirit
Zap P.E.K.K.A
Ice Spirit
Zap P.E.K.K.A Mortar Musketeer
Zap
Ice Spirit P.E.K.K.A Electro Spirit Mortar Musketeer The Log
Mortar
Ice Spirit Zap Musketeer The Log
Musketeer
Ice Spirit Zap Mortar P.E.K.K.A The Log
P.E.K.K.A
Ice Spirit Zap Electro Spirit Musketeer The Log
The Log
Zap Mortar Musketeer P.E.K.K.A

Defense Synergies 5 18

Skeletons
Musketeer Electro Spirit Ice Spirit Zap Mortar P.E.K.K.A The Log
Electro Spirit
Skeletons Zap The Log
Ice Spirit
Zap Musketeer Skeletons Mortar P.E.K.K.A The Log
Zap
Ice Spirit Skeletons Electro Spirit Mortar Musketeer P.E.K.K.A The Log
Mortar
Skeletons Ice Spirit Zap Musketeer The Log
Musketeer
Skeletons Ice Spirit The Log Zap Mortar P.E.K.K.A
P.E.K.K.A
The Log Skeletons Ice Spirit Zap Musketeer
The Log
Musketeer P.E.K.K.A Skeletons Electro Spirit Ice Spirit Zap Mortar

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 Mortar Musketeer The Log
P.E.K.K.A Skeletons Ice Spirit Zap Mortar Musketeer The Log
Mortar P.E.K.K.A Skeletons Musketeer
P.E.K.K.A Skeletons Mortar Musketeer
P.E.K.K.A The Log
The Log Skeletons Electro Spirit Zap Musketeer
Musketeer Electro Spirit Ice Spirit Zap Mortar
Electro Spirit Zap Musketeer P.E.K.K.A The Log
P.E.K.K.A Skeletons Mortar Musketeer
Skeletons Ice Spirit Musketeer
Skeletons Electro Spirit Zap Musketeer The Log
Musketeer Zap
Mortar P.E.K.K.A Skeletons Ice Spirit Zap Musketeer The Log
Electro Spirit Ice Spirit Zap Mortar P.E.K.K.A The Log
P.E.K.K.A Mortar
Ice Spirit Zap Mortar P.E.K.K.A The Log
Skeletons Mortar Musketeer P.E.K.K.A
Ice Spirit Mortar Electro Spirit Zap Musketeer The Log
Zap Mortar The Log Electro Spirit Ice Spirit Musketeer
P.E.K.K.A Mortar Musketeer
Electro Spirit Musketeer P.E.K.K.A The Log
P.E.K.K.A Mortar

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A
Zap Mortar Musketeer The Log
P.E.K.K.A Skeletons Ice Spirit Zap Musketeer The Log
P.E.K.K.A Zap Musketeer The Log
P.E.K.K.A Skeletons Musketeer
Skeletons Electro Spirit Ice Spirit Zap Musketeer
P.E.K.K.A Skeletons Musketeer
P.E.K.K.A
Zap P.E.K.K.A Skeletons Electro Spirit Ice Spirit Mortar The Log
P.E.K.K.A Skeletons Musketeer
P.E.K.K.A Musketeer
P.E.K.K.A Zap The Log
P.E.K.K.A Skeletons
Musketeer
Skeletons Electro Spirit Ice Spirit Zap Mortar Musketeer P.E.K.K.A The Log
Electro Spirit Zap Musketeer P.E.K.K.A The Log
Electro Spirit Zap Mortar

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.)

Mortar Musketeer The Log
Mortar Zap Musketeer The Log
The Log
Musketeer The Log
Zap Mortar The Log
Electro Spirit Ice Spirit Zap Musketeer
Mortar Musketeer The Log
The Log Ice Spirit Zap
The Log Zap Mortar
Musketeer
Zap Mortar Musketeer The Log
Zap Musketeer
Mortar Musketeer The Log
Mortar Musketeer
Zap Mortar Musketeer The Log
Zap Mortar Musketeer The Log
Mortar Musketeer The Log
Mortar
Zap Mortar Musketeer The Log
Zap Mortar The Log
Musketeer The Log
Musketeer The Log
Zap Mortar Musketeer The Log
Zap The Log Electro Spirit Ice Spirit Mortar
Mortar The Log Zap Musketeer
Zap Mortar Musketeer The Log
Zap Mortar Musketeer The Log
Zap Musketeer
Zap Electro Spirit Ice Spirit Musketeer
Zap Mortar Musketeer The Log
Zap Electro Spirit Ice Spirit
P.E.K.K.A
The Log
Zap Electro Spirit Ice Spirit Musketeer
Zap Musketeer
The Log
Musketeer
The Log Zap Mortar Musketeer
Zap
Musketeer P.E.K.K.A
Zap Electro Spirit Ice Spirit Musketeer The Log
Zap Musketeer
Zap Mortar Musketeer The Log
P.E.K.K.A
Mortar

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