My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!

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.

Missing

Investments

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

Musketeer Giant Skeleton P.E.K.K.A Sparky

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Zap Arrows Fireball

Punishments

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

Hog Rider

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.

Hog Rider Giant Skeleton 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.

Hog Rider 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
Hog Rider Giant Skeleton Sparky
Giant Snowball
Musketeer Hog Rider
Zap
Sparky
Barbarian Barrel
Musketeer Giant Skeleton Sparky
The Log
Musketeer Hog Rider Giant Skeleton Sparky
Earthquake
Hog Rider
Arrows
Royal Delivery
Musketeer Hog Rider Giant Skeleton P.E.K.K.A Sparky
Fireball
Musketeer Hog Rider Sparky
Poison
Musketeer Sparky
Lightning
Musketeer Sparky
Rocket
Musketeer Hog Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Sparky

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 Giant Skeleton P.E.K.K.A Sparky

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Fireball Musketeer Hog Rider Giant Skeleton Sparky P.E.K.K.A

Shortest cycle

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

13 Zap Arrows Fireball Musketeer

Attack Synergies 11 8

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 Fireball Hog Rider P.E.K.K.A Sparky Musketeer Giant Skeleton
Arrows
Zap Fireball Hog Rider P.E.K.K.A Sparky Giant Skeleton
Fireball
Zap Arrows Hog Rider Sparky
Musketeer
Hog Rider Zap Giant Skeleton P.E.K.K.A
Hog Rider
Zap Arrows Fireball Musketeer Giant Skeleton
Giant Skeleton
Zap Arrows Musketeer Hog Rider Sparky
P.E.K.K.A
Zap Arrows Musketeer
Sparky
Zap Arrows Fireball Giant Skeleton

Defense Synergies 1 12

Zap
Fireball Arrows Musketeer Giant Skeleton P.E.K.K.A Sparky
Arrows
Zap Fireball Giant Skeleton P.E.K.K.A Sparky
Fireball
Zap Arrows Musketeer
Musketeer
Zap Fireball Giant Skeleton P.E.K.K.A
Hog Rider
Giant Skeleton
Zap Arrows Musketeer
P.E.K.K.A
Zap Arrows Musketeer
Sparky
Zap Arrows

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 Fireball Musketeer Sparky
P.E.K.K.A Sparky Zap Musketeer
P.E.K.K.A Sparky Musketeer Giant Skeleton
P.E.K.K.A Sparky Musketeer
Arrows Fireball Giant Skeleton P.E.K.K.A Sparky
Arrows Fireball Zap Musketeer
Musketeer Zap Arrows Fireball
Zap Arrows Fireball Musketeer Giant Skeleton P.E.K.K.A Sparky
P.E.K.K.A Sparky Musketeer
Musketeer Giant Skeleton Sparky
Zap Arrows Fireball Musketeer Giant Skeleton
Arrows Musketeer Zap Fireball
P.E.K.K.A Sparky Zap Fireball Musketeer Giant Skeleton
Fireball Sparky Zap Arrows P.E.K.K.A
P.E.K.K.A Sparky
Zap Fireball P.E.K.K.A Sparky
Sparky Arrows Fireball Musketeer P.E.K.K.A
Arrows Fireball Zap Musketeer
Zap Arrows Fireball Musketeer Giant Skeleton
P.E.K.K.A Sparky Musketeer
Arrows Fireball Musketeer Giant Skeleton P.E.K.K.A Sparky

Counters to secondary win conditions

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

Zap Fireball Giant Skeleton P.E.K.K.A Sparky
Fireball Zap Arrows Musketeer
Giant Skeleton P.E.K.K.A Zap Musketeer Sparky
Giant Skeleton P.E.K.K.A Zap Fireball Musketeer Sparky
Giant Skeleton P.E.K.K.A Musketeer Sparky
Arrows Fireball Zap Musketeer
P.E.K.K.A Sparky Fireball Musketeer Giant Skeleton
Giant Skeleton P.E.K.K.A Sparky
Zap Giant Skeleton P.E.K.K.A Fireball Sparky
P.E.K.K.A Musketeer Sparky
P.E.K.K.A Musketeer Giant Skeleton Sparky
P.E.K.K.A Zap Arrows Fireball Giant Skeleton
Giant Skeleton P.E.K.K.A Fireball Sparky
Fireball Musketeer Sparky
Sparky Zap Fireball Musketeer Giant Skeleton P.E.K.K.A
Arrows Zap Fireball Musketeer Giant Skeleton P.E.K.K.A Sparky
Arrows 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 Arrows Musketeer Giant Skeleton Sparky
Arrows Fireball Zap Musketeer
Arrows Fireball Giant Skeleton Sparky
Arrows Fireball Musketeer Giant Skeleton Sparky
Fireball Zap Arrows Sparky
Arrows Fireball Zap Musketeer
Arrows Musketeer Sparky
Arrows Fireball Zap
Arrows Fireball Zap
Fireball Musketeer Sparky
Zap Arrows Fireball Musketeer Sparky
Fireball Zap Arrows Musketeer
Fireball Musketeer Sparky
Arrows Fireball Musketeer
Zap Arrows Fireball Musketeer Sparky
Zap Arrows Fireball Musketeer Sparky
Arrows Fireball Musketeer Sparky
Arrows Fireball Sparky
Sparky
Zap Arrows Fireball Musketeer Sparky
Zap Arrows Fireball
Fireball Musketeer Giant Skeleton Sparky
Arrows Fireball
Musketeer Sparky
Zap Arrows Fireball Musketeer
Zap Arrows Fireball Sparky
Arrows Fireball Zap Musketeer Sparky
Fireball Zap Arrows Musketeer Sparky
Fireball Zap Arrows Musketeer Sparky
Zap Arrows Fireball Musketeer Sparky
Zap Fireball Musketeer
Fireball Sparky
Zap Arrows Fireball Musketeer Sparky
Zap Arrows Fireball Sparky
P.E.K.K.A Giant Skeleton Sparky
Arrows Fireball Sparky
Zap Fireball Musketeer
Fireball Zap Arrows Musketeer
Arrows Fireball
Fireball Musketeer Sparky
Arrows Zap Fireball Musketeer
Zap Arrows Fireball Giant Skeleton Sparky
Musketeer P.E.K.K.A Sparky
Zap Fireball Musketeer Giant Skeleton Sparky
Zap Fireball Musketeer
Zap Fireball Musketeer Giant Skeleton Sparky

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