My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

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 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.

Knight Musketeer P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows Tornado

Punishments

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

Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Electro Spirit Knight 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.

Electro Spirit Goblin Barrel

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
Goblin Barrel Guards
Giant Snowball
Musketeer Goblin Barrel Guards
Zap
Goblin Barrel Guards
Barbarian Barrel
Electro Spirit Knight Musketeer Goblin Barrel Guards
The Log
Electro Spirit Musketeer Goblin Barrel Guards
Earthquake
Goblin Barrel Guards
Arrows
Electro Spirit Goblin Barrel Guards
Royal Delivery
Electro Spirit Knight Musketeer Goblin Barrel Guards P.E.K.K.A
Fireball
Musketeer Goblin Barrel
Poison
Musketeer Guards
Lightning
Knight Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Tornado

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.

Electro Spirit Arrows Knight Guards Tornado 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.

Goblin Barrel

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 Goblin Barrel

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.

Electro Spirit Arrows Knight Goblin Barrel Guards Tornado Musketeer P.E.K.K.A

Shortest cycle

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

10 Electro Spirit Arrows Knight Goblin Barrel

Attack Synergies 4 6

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.

Electro Spirit
P.E.K.K.A
Arrows
P.E.K.K.A Knight Goblin Barrel
Knight
Musketeer Goblin Barrel Arrows
Musketeer
Knight P.E.K.K.A
Goblin Barrel
Knight Arrows Guards P.E.K.K.A
Guards
Goblin Barrel
Tornado
P.E.K.K.A
P.E.K.K.A
Arrows Tornado Electro Spirit Musketeer Goblin Barrel

Defense Synergies 3 6

Electro Spirit
Arrows
Knight Tornado P.E.K.K.A
Knight
Musketeer Arrows Tornado
Musketeer
Knight Guards Tornado P.E.K.K.A
Goblin Barrel
Guards
Musketeer
Tornado
P.E.K.K.A Arrows Knight Musketeer
P.E.K.K.A
Tornado Arrows Musketeer

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.

Knight Musketeer
P.E.K.K.A Knight Musketeer
Tornado P.E.K.K.A Knight Musketeer
P.E.K.K.A Knight Musketeer Guards
Arrows Tornado P.E.K.K.A
Arrows Tornado Electro Spirit Musketeer Guards
Musketeer Tornado Electro Spirit Arrows
Electro Spirit Arrows Musketeer P.E.K.K.A
P.E.K.K.A Musketeer Tornado
Knight Guards Tornado Musketeer
Guards Electro Spirit Arrows Knight Musketeer Tornado
Arrows Musketeer Tornado
P.E.K.K.A Knight Musketeer Guards
Electro Spirit Arrows Guards Tornado P.E.K.K.A
P.E.K.K.A Knight
Tornado P.E.K.K.A
Arrows Knight Musketeer Tornado P.E.K.K.A
Arrows Electro Spirit Knight Musketeer Guards Tornado
Arrows Tornado Electro Spirit Knight Musketeer Guards
P.E.K.K.A Musketeer Tornado
Electro Spirit Arrows Knight Musketeer Guards P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Knight Guards P.E.K.K.A
Arrows Knight Musketeer
Guards P.E.K.K.A Knight Musketeer
Guards P.E.K.K.A Knight Musketeer Tornado
P.E.K.K.A Knight Musketeer Guards
Arrows Electro Spirit Musketeer Tornado
Guards P.E.K.K.A Knight Musketeer
P.E.K.K.A Knight
P.E.K.K.A Electro Spirit Knight Tornado
P.E.K.K.A Musketeer Guards
P.E.K.K.A Knight Musketeer Guards
P.E.K.K.A Arrows Guards Tornado
P.E.K.K.A Knight Guards
Musketeer
Guards Electro Spirit Knight Musketeer Tornado P.E.K.K.A
Arrows Electro Spirit Musketeer P.E.K.K.A
Electro Spirit Arrows

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 Guards
Arrows Musketeer Tornado
Arrows
Arrows Knight Musketeer Guards
Arrows
Arrows Electro Spirit Musketeer Tornado
Arrows Musketeer Tornado
Arrows Tornado
Arrows Tornado
Musketeer Guards Tornado
Arrows Knight Musketeer Tornado
Arrows Musketeer Tornado
Knight Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Tornado
Arrows Musketeer
Arrows Tornado
Musketeer
Arrows Tornado
Musketeer Tornado
Arrows Musketeer
Arrows Tornado Electro Spirit
Arrows Musketeer Tornado
Arrows Musketeer Tornado
Arrows Musketeer Tornado
Arrows Musketeer Tornado
Electro Spirit Musketeer Guards
Arrows Musketeer
Electro Spirit Arrows
P.E.K.K.A
Arrows
Electro Spirit Musketeer Guards
Arrows Musketeer Tornado
Arrows
Knight Musketeer
Arrows Musketeer
Arrows Tornado
Musketeer P.E.K.K.A
Electro Spirit Musketeer Guards Tornado
Musketeer Tornado
Musketeer Tornado
P.E.K.K.A

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: