My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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.

Bats Musketeer Magic Archer

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.

Skeletons Bats Musketeer Battle Ram P.E.K.K.A Magic Archer

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 The Log

Punishments

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

Battle Ram

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.

Battle Ram P.E.K.K.A Magic Archer

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.

Magic Archer

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 Bats Battle Ram
Giant Snowball
Skeletons Bats Musketeer Battle Ram
Zap
Skeletons Bats Battle Ram
Barbarian Barrel
Skeletons Musketeer Battle Ram Magic Archer
The Log
Skeletons Musketeer Battle Ram
Earthquake
Skeletons
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Musketeer Battle Ram P.E.K.K.A Magic Archer
Fireball
Musketeer Battle Ram Magic Archer
Poison
Bats Musketeer Magic Archer
Lightning
Musketeer Battle Ram Magic Archer
Rocket
Musketeer Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap The Log Magic Archer

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 Battle Ram 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

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.

Skeletons Bats Zap The Log Musketeer Battle Ram Magic Archer P.E.K.K.A

Shortest cycle

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

7 Skeletons Bats Zap The Log

Attack Synergies 5 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
Bats
Zap Battle Ram P.E.K.K.A
Zap
Battle Ram P.E.K.K.A Bats Musketeer The Log Magic Archer
Musketeer
Zap Battle Ram P.E.K.K.A The Log
Battle Ram
Zap The Log Magic Archer Bats Musketeer P.E.K.K.A
P.E.K.K.A
Zap Magic Archer Bats Musketeer Battle Ram The Log
The Log
Battle Ram Zap Musketeer P.E.K.K.A Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap The Log

Defense Synergies 3 15

Skeletons
Musketeer Bats Zap P.E.K.K.A The Log Magic Archer
Bats
Skeletons Zap Musketeer P.E.K.K.A The Log
Zap
Skeletons Bats Musketeer P.E.K.K.A The Log Magic Archer
Musketeer
Skeletons The Log Bats Zap P.E.K.K.A
Battle Ram
P.E.K.K.A
The Log Skeletons Bats Zap Musketeer
The Log
Musketeer P.E.K.K.A Skeletons Bats Zap Magic Archer
Magic Archer
Skeletons Zap The Log

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 The Log Magic Archer
P.E.K.K.A Skeletons Bats Zap Musketeer The Log
P.E.K.K.A Skeletons Bats Musketeer
P.E.K.K.A Skeletons Bats Musketeer
P.E.K.K.A The Log
The Log Skeletons Bats Zap Musketeer Magic Archer
Bats Musketeer Zap Magic Archer
Zap Musketeer P.E.K.K.A The Log Magic Archer
P.E.K.K.A Skeletons Musketeer
Skeletons Musketeer
Bats Skeletons Zap Musketeer The Log Magic Archer
Musketeer Bats Zap Magic Archer
P.E.K.K.A Skeletons Bats Zap Musketeer The Log
Bats Zap P.E.K.K.A The Log Magic Archer
P.E.K.K.A
Zap P.E.K.K.A The Log
Skeletons Bats Musketeer P.E.K.K.A
Bats Zap Musketeer The Log Magic Archer
Zap The Log Bats Musketeer Magic Archer
P.E.K.K.A Musketeer
Bats Musketeer P.E.K.K.A The Log

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 Musketeer The Log Magic Archer
P.E.K.K.A Skeletons Bats Zap Musketeer The Log
P.E.K.K.A Bats Zap Musketeer The Log
P.E.K.K.A Skeletons Musketeer
Skeletons Bats Zap Musketeer Magic Archer
P.E.K.K.A Skeletons Bats Musketeer
P.E.K.K.A
Zap P.E.K.K.A Skeletons Bats The Log Magic Archer
P.E.K.K.A Skeletons Musketeer
P.E.K.K.A Bats Musketeer
P.E.K.K.A Zap The Log
P.E.K.K.A Skeletons
Musketeer Magic Archer
Skeletons Bats Zap Musketeer P.E.K.K.A The Log Magic Archer
Bats Zap Musketeer P.E.K.K.A The Log Magic Archer
Zap

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.)

Magic Archer Musketeer The Log
Zap Musketeer The Log Magic Archer
The Log Magic Archer
Musketeer The Log
Zap The Log Magic Archer
Bats Zap Musketeer Magic Archer
Musketeer The Log Magic Archer
The Log Zap Magic Archer
The Log Zap
Bats Musketeer
Zap Musketeer The Log Magic Archer
Zap Musketeer Magic Archer
Musketeer The Log Magic Archer
Musketeer Magic Archer
Zap Musketeer The Log Magic Archer
Zap Musketeer The Log Magic Archer
Magic Archer Musketeer The Log
Bats
Zap Musketeer The Log Magic Archer
Zap The Log Magic Archer
Musketeer The Log Magic Archer
Musketeer The Log
Zap Musketeer The Log
Zap The Log Magic Archer
The Log Zap Musketeer Magic Archer
Zap Musketeer The Log Magic Archer
Zap Musketeer The Log Magic Archer
Bats Zap Musketeer Magic Archer
Zap Bats Musketeer
Zap Musketeer The Log Magic Archer
Zap Magic Archer
P.E.K.K.A
The Log Magic Archer
Zap Bats Musketeer Magic Archer
Zap Musketeer Magic Archer
The Log
Musketeer Magic Archer
The Log Zap Musketeer Magic Archer
Zap
Musketeer P.E.K.K.A
Zap Bats Musketeer The Log Magic Archer
Bats Zap Musketeer Magic Archer
Zap Musketeer The Log Magic Archer
P.E.K.K.A

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