My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Archers 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.

Archers Musketeer Bowler P.E.K.K.A

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Arrows Fireball

Punishments

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

Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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.

Graveyard

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
Archers Guards Graveyard
Giant Snowball
Archers Musketeer Guards Graveyard
Zap
Archers Guards Graveyard
Barbarian Barrel
Archers Musketeer Guards Graveyard
The Log
Archers Musketeer Guards Graveyard
Earthquake
Archers Guards Graveyard
Arrows
Archers Guards Graveyard
Royal Delivery
Archers Musketeer Guards Bowler P.E.K.K.A Graveyard
Fireball
Archers Musketeer Bowler
Poison
Archers Musketeer Guards Graveyard
Lightning
Musketeer Bowler
Rocket
Musketeer Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Bowler

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 Guards Bowler P.E.K.K.A

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 Graveyard

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.

Archers Arrows Guards Fireball Musketeer Bowler Graveyard P.E.K.K.A

Shortest cycle

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

13 Archers Arrows Guards Fireball

Attack Synergies 5 10

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.

Archers
Arrows Bowler P.E.K.K.A Graveyard
Arrows
Fireball P.E.K.K.A Graveyard Archers Bowler
Fireball
Arrows Graveyard
Musketeer
Bowler P.E.K.K.A Graveyard
Guards
Graveyard
Bowler
Graveyard Archers Arrows Musketeer
P.E.K.K.A
Arrows Archers Musketeer Graveyard
Graveyard
Arrows Fireball Bowler Archers Musketeer Guards P.E.K.K.A

Defense Synergies 1 9

Archers
Guards Bowler P.E.K.K.A
Arrows
Fireball Bowler P.E.K.K.A
Fireball
Arrows Musketeer
Musketeer
Guards Fireball Bowler P.E.K.K.A
Guards
Musketeer Archers
Bowler
Archers Arrows Musketeer
P.E.K.K.A
Archers Arrows Musketeer
Graveyard

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.

Bowler Fireball Musketeer
P.E.K.K.A Musketeer
Bowler P.E.K.K.A Archers Musketeer
P.E.K.K.A Musketeer Guards Bowler
Arrows Fireball Bowler P.E.K.K.A
Arrows Fireball Bowler Archers Musketeer Guards
Musketeer Archers Arrows Fireball
Bowler Arrows Fireball Musketeer P.E.K.K.A
P.E.K.K.A Musketeer
Guards Archers Musketeer Bowler
Archers Guards Arrows Fireball Musketeer Bowler
Arrows Musketeer Archers Fireball
Bowler P.E.K.K.A Fireball Musketeer Guards
Fireball Bowler Arrows Guards P.E.K.K.A
P.E.K.K.A
Fireball Bowler P.E.K.K.A
Arrows Fireball Musketeer Bowler P.E.K.K.A
Arrows Fireball Archers Musketeer Guards Bowler
Arrows Archers Fireball Musketeer Guards Bowler
P.E.K.K.A Musketeer
Bowler Archers Arrows Fireball Musketeer Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Archers Fireball Bowler P.E.K.K.A
Fireball Archers Arrows Musketeer Bowler
Guards P.E.K.K.A Musketeer Bowler
Guards Bowler P.E.K.K.A Fireball Musketeer
P.E.K.K.A Musketeer Guards Bowler
Arrows Fireball Archers Musketeer
Guards P.E.K.K.A Archers Fireball Musketeer Bowler
P.E.K.K.A
P.E.K.K.A Fireball
P.E.K.K.A Musketeer Guards
P.E.K.K.A Musketeer Guards Bowler
P.E.K.K.A Arrows Fireball Guards Bowler
Bowler P.E.K.K.A Fireball Guards
Archers Fireball Musketeer Bowler
Guards Archers Fireball Musketeer Bowler P.E.K.K.A
Arrows Bowler Archers Fireball Musketeer P.E.K.K.A
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 Guards
Arrows Fireball Musketeer Bowler
Arrows Fireball
Arrows Fireball Musketeer Guards
Fireball Arrows Bowler
Arrows Fireball Musketeer
Archers Arrows Musketeer Bowler
Arrows Fireball Bowler
Arrows Fireball
Fireball Musketeer Guards Bowler
Arrows Fireball Musketeer Bowler
Fireball Archers Arrows Musketeer
Fireball Musketeer Bowler
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer Bowler
Arrows Fireball Musketeer Bowler
Arrows Fireball
Archers Arrows Fireball Musketeer Bowler
Arrows Fireball Bowler
Fireball Musketeer Bowler
Arrows Fireball
Musketeer Bowler
Arrows Fireball Musketeer
Arrows Fireball Bowler
Arrows Fireball Musketeer Bowler
Fireball Arrows Musketeer Bowler
Fireball Arrows Musketeer
Archers Arrows Fireball Musketeer
Fireball Musketeer Guards
Fireball Bowler
Arrows Fireball Musketeer
Arrows Fireball
P.E.K.K.A
Arrows Fireball Bowler
Archers Fireball Musketeer Guards
Fireball Archers Arrows Musketeer
Arrows Fireball
Fireball Musketeer Bowler
Arrows Fireball Musketeer Bowler
Arrows Fireball
Musketeer P.E.K.K.A
Fireball Musketeer Guards Bowler
Fireball Musketeer
Fireball Musketeer Bowler
P.E.K.K.A
Fireball Bowler

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