My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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.

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.

Ice Spirit Musketeer Battle Ram P.E.K.K.A Royal Ghost Goblinstein

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.

Tornado The Log

Punishments

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

Battle Ram Royal Ghost

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.

Ice Spirit Battle Ram P.E.K.K.A Royal Ghost

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.

Royal Ghost

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
Giant Snowball
Musketeer Battle Ram
Zap
Battle Ram
Barbarian Barrel
Ice Spirit Musketeer Battle Ram Royal Ghost
The Log
Ice Spirit Musketeer Battle Ram
Earthquake
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Musketeer Battle Ram P.E.K.K.A Royal Ghost
Fireball
Musketeer Battle Ram
Poison
Musketeer
Lightning
Musketeer Battle Ram Goblinstein
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Tornado The Log Royal Ghost

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.

Ice Spirit Battle Ram Tornado P.E.K.K.A Royal Ghost

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit The Log Tornado Royal Ghost Musketeer Battle Ram Goblinstein P.E.K.K.A

Shortest cycle

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

9 Ice Spirit The Log Tornado Royal Ghost

Attack Synergies 4 11

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.

Ice Spirit
Battle Ram P.E.K.K.A Musketeer Royal Ghost
Musketeer
Ice Spirit Battle Ram P.E.K.K.A The Log Royal Ghost
Battle Ram
Ice Spirit The Log Musketeer Tornado P.E.K.K.A Royal Ghost
Tornado
P.E.K.K.A Battle Ram The Log
P.E.K.K.A
Ice Spirit Tornado Musketeer Battle Ram The Log
The Log
Battle Ram Musketeer Tornado P.E.K.K.A
Royal Ghost
Ice Spirit Musketeer Battle Ram
Goblinstein

Defense Synergies 4 9

Ice Spirit
Musketeer Tornado P.E.K.K.A The Log Royal Ghost
Musketeer
Ice Spirit The Log Tornado P.E.K.K.A Royal Ghost
Battle Ram
Tornado
P.E.K.K.A Ice Spirit Musketeer The Log
P.E.K.K.A
Tornado The Log Ice Spirit Musketeer
The Log
Musketeer P.E.K.K.A Ice Spirit Tornado Royal Ghost
Royal Ghost
Ice Spirit Musketeer The Log
Goblinstein

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.

Musketeer The Log
P.E.K.K.A Ice Spirit Musketeer The Log
Tornado P.E.K.K.A Musketeer
P.E.K.K.A Musketeer
Tornado P.E.K.K.A The Log
Tornado The Log Musketeer Royal Ghost
Musketeer Tornado Ice Spirit
Musketeer P.E.K.K.A The Log
P.E.K.K.A Musketeer Tornado
Tornado Ice Spirit Musketeer Royal Ghost
Musketeer Tornado The Log Royal Ghost
Musketeer Tornado
P.E.K.K.A Ice Spirit Musketeer The Log
Ice Spirit Tornado P.E.K.K.A The Log Royal Ghost
P.E.K.K.A
Tornado Ice Spirit P.E.K.K.A The Log
Musketeer Tornado P.E.K.K.A
Ice Spirit Musketeer Tornado The Log Royal Ghost
Tornado The Log Ice Spirit Musketeer Royal Ghost
P.E.K.K.A Musketeer Tornado
Royal Ghost Musketeer P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A Royal Ghost
Musketeer The Log Royal Ghost
P.E.K.K.A Ice Spirit Musketeer The Log
P.E.K.K.A Musketeer Tornado The Log
P.E.K.K.A Musketeer
Ice Spirit Musketeer Tornado
P.E.K.K.A Musketeer
P.E.K.K.A
P.E.K.K.A Ice Spirit Tornado The Log
P.E.K.K.A Musketeer
P.E.K.K.A Musketeer
P.E.K.K.A Tornado The Log
P.E.K.K.A
Musketeer
Ice Spirit Musketeer Tornado P.E.K.K.A The Log
Musketeer P.E.K.K.A The Log Royal Ghost

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 The Log Royal Ghost
Musketeer Tornado The Log Royal Ghost
The Log
Musketeer The Log
The Log
Ice Spirit Musketeer Tornado
Musketeer Tornado The Log
The Log Ice Spirit Tornado
The Log Tornado
Musketeer Tornado
Musketeer Tornado The Log
Musketeer Tornado
Musketeer The Log
Musketeer
Musketeer The Log
Musketeer The Log
Musketeer The Log
Tornado
Musketeer The Log
Tornado The Log
Musketeer The Log
Tornado
Musketeer Tornado The Log
Musketeer The Log
Tornado The Log Ice Spirit
The Log Musketeer Tornado Royal Ghost
Musketeer Tornado The Log
Musketeer Tornado The Log
Musketeer Tornado
Ice Spirit Musketeer
Musketeer The Log
Ice Spirit
P.E.K.K.A
The Log
Ice Spirit Musketeer
Musketeer Tornado
The Log
Musketeer
The Log Musketeer
Tornado
Musketeer P.E.K.K.A
Ice Spirit Musketeer Tornado The Log
Musketeer Tornado
Musketeer Tornado The Log Royal Ghost
P.E.K.K.A

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