My Best Clash Royale Deck

Deck Check Rating

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

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 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 Electro Wizard

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 Battle Ram Dark Prince P.E.K.K.A Electro Wizard

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.

Zap Arrows

Punishments

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

Battle Ram Dark Prince

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 Battle Ram Dark Prince 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.

Dark Prince Electro Wizard

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
Battle Ram Dark Prince
Giant Snowball
Musketeer Battle Ram
Zap
Battle Ram Dark Prince
Barbarian Barrel
Knight Musketeer Battle Ram Dark Prince Electro Wizard
The Log
Musketeer Battle Ram Dark Prince
Earthquake
Arrows
Royal Delivery
Knight Musketeer Battle Ram Dark Prince P.E.K.K.A Electro Wizard
Fireball
Musketeer Battle Ram Electro Wizard
Poison
Musketeer Electro Wizard
Lightning
Knight Musketeer Battle Ram Dark Prince Electro Wizard
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Dark Prince

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 Battle Ram Dark Prince 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.

Musketeer Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Knight Musketeer Battle Ram Dark Prince Electro Wizard P.E.K.K.A

Shortest cycle

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

12 Zap Arrows Knight Musketeer

Attack Synergies 8 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.

Zap
Arrows Battle Ram P.E.K.K.A Electro Wizard Knight Musketeer Dark Prince
Arrows
Zap P.E.K.K.A Knight Battle Ram Dark Prince
Knight
Musketeer Battle Ram Zap Arrows Electro Wizard
Musketeer
Knight Zap Battle Ram Dark Prince P.E.K.K.A
Battle Ram
Zap Knight Arrows Musketeer P.E.K.K.A Electro Wizard
Dark Prince
Zap Arrows Musketeer Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Musketeer Battle Ram
Electro Wizard
Zap P.E.K.K.A Knight Battle Ram Dark Prince

Defense Synergies 3 13

Zap
Electro Wizard Arrows Knight Musketeer Dark Prince P.E.K.K.A
Arrows
Zap Knight Dark Prince P.E.K.K.A
Knight
Musketeer Electro Wizard Zap Arrows
Musketeer
Knight Zap Dark Prince P.E.K.K.A Electro Wizard
Battle Ram
Dark Prince
Zap Arrows Musketeer Electro Wizard
P.E.K.K.A
Zap Arrows Musketeer Electro Wizard
Electro Wizard
Zap Knight Musketeer Dark Prince P.E.K.K.A

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 Knight Musketeer Electro Wizard
P.E.K.K.A Zap Knight Musketeer Dark Prince Electro Wizard
P.E.K.K.A Knight Musketeer Dark Prince Electro Wizard
P.E.K.K.A Knight Musketeer Dark Prince Electro Wizard
Arrows Dark Prince P.E.K.K.A
Arrows Zap Musketeer Dark Prince Electro Wizard
Musketeer Electro Wizard Zap Arrows
Zap Arrows Musketeer P.E.K.K.A Electro Wizard
P.E.K.K.A Musketeer
Knight Musketeer Dark Prince Electro Wizard
Electro Wizard Zap Arrows Knight Musketeer Dark Prince
Arrows Musketeer Zap Electro Wizard
P.E.K.K.A Zap Knight Musketeer Dark Prince Electro Wizard
Zap Arrows Dark Prince P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A Electro Wizard
Arrows Knight Musketeer Dark Prince P.E.K.K.A Electro Wizard
Arrows Zap Knight Musketeer Dark Prince Electro Wizard
Zap Arrows Knight Musketeer Dark Prince Electro Wizard
P.E.K.K.A Musketeer Electro Wizard
Dark Prince Arrows Knight Musketeer P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap Dark Prince P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Knight Musketeer
P.E.K.K.A Zap Knight Musketeer Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Zap Knight Musketeer Electro Wizard
P.E.K.K.A Knight Musketeer Dark Prince
Arrows Zap Musketeer Electro Wizard
Dark Prince P.E.K.K.A Knight Musketeer Electro Wizard
P.E.K.K.A Knight Dark Prince
Zap P.E.K.K.A Electro Wizard Knight Dark Prince
P.E.K.K.A Musketeer
P.E.K.K.A Knight Musketeer Dark Prince
P.E.K.K.A Zap Arrows Dark Prince Electro Wizard
Dark Prince P.E.K.K.A Knight
Musketeer
Electro Wizard Zap Knight Musketeer Dark Prince P.E.K.K.A
Arrows Zap Musketeer Dark Prince P.E.K.K.A Electro Wizard
Zap Arrows Electro Wizard

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
Arrows Zap Musketeer Electro Wizard
Arrows
Arrows Knight Musketeer Dark Prince
Zap Arrows Dark Prince
Arrows Zap Musketeer
Arrows Musketeer
Arrows Zap
Arrows Zap
Musketeer Electro Wizard
Zap Arrows Knight Musketeer Dark Prince Electro Wizard
Zap Arrows Musketeer
Knight Musketeer
Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Arrows Musketeer
Arrows
Zap Arrows Musketeer Dark Prince Electro Wizard
Zap Arrows
Musketeer
Arrows
Musketeer
Zap Arrows Musketeer
Zap Arrows Dark Prince
Arrows Zap Musketeer Electro Wizard
Zap Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer Electro Wizard
Zap Electro Wizard Musketeer
Zap Arrows Musketeer
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Musketeer Dark Prince
Zap Arrows Musketeer Electro Wizard
Arrows
Knight Musketeer Dark Prince Electro Wizard
Arrows Zap Musketeer
Zap Arrows
Musketeer Dark Prince P.E.K.K.A
Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer Dark Prince Electro Wizard
P.E.K.K.A

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