My Best Clash Royale Deck

Deck Check Rating

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

3 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 No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 No anti-air splash!

You don't have a card, that attacks air and has splash damage. 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.

Bats 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.

Bats Knight Musketeer Valkyrie Battle Ram Giant Skeleton P.E.K.K.A

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.

Missing

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.

Knight Valkyrie Battle Ram 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.

Valkyrie 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
Bats Battle Ram Guards Giant Skeleton
Giant Snowball
Bats Musketeer Battle Ram Guards
Zap
Bats Battle Ram Guards
Barbarian Barrel
Knight Musketeer Valkyrie Battle Ram Guards Giant Skeleton
The Log
Musketeer Battle Ram Guards Giant Skeleton
Earthquake
Guards
Arrows
Bats Guards
Royal Delivery
Bats Knight Musketeer Valkyrie Battle Ram Guards Giant Skeleton P.E.K.K.A
Fireball
Musketeer Battle Ram
Poison
Bats Musketeer Guards
Lightning
Knight Musketeer Valkyrie Battle Ram
Rocket
Musketeer Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Valkyrie

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 Knight Valkyrie Battle Ram Guards Giant Skeleton 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Knight Guards Musketeer Valkyrie Battle Ram Giant Skeleton P.E.K.K.A

Shortest cycle

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

12 Bats Knight Guards Musketeer

Attack Synergies 6 9

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.

Bats
Knight Valkyrie Giant Skeleton Battle Ram P.E.K.K.A
Knight
Bats Musketeer Battle Ram
Musketeer
Knight Valkyrie Battle Ram Giant Skeleton P.E.K.K.A
Valkyrie
Bats Musketeer Battle Ram Giant Skeleton P.E.K.K.A
Battle Ram
Knight Bats Musketeer Valkyrie P.E.K.K.A
Guards
Giant Skeleton
Bats Musketeer Valkyrie
P.E.K.K.A
Bats Musketeer Valkyrie Battle Ram

Defense Synergies 4 8

Bats
Knight Musketeer Valkyrie Giant Skeleton P.E.K.K.A
Knight
Bats Musketeer
Musketeer
Knight Valkyrie Guards Bats Giant Skeleton P.E.K.K.A
Valkyrie
Musketeer Bats P.E.K.K.A
Battle Ram
Guards
Musketeer Giant Skeleton
Giant Skeleton
Bats Musketeer Guards
P.E.K.K.A
Bats Musketeer Valkyrie

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 Valkyrie
P.E.K.K.A Bats Knight Musketeer Valkyrie
P.E.K.K.A Bats Knight Musketeer Valkyrie Giant Skeleton
P.E.K.K.A Bats Knight Musketeer Valkyrie Guards
Valkyrie Giant Skeleton P.E.K.K.A
Bats Musketeer Valkyrie Guards
Bats Musketeer
Musketeer Valkyrie Giant Skeleton P.E.K.K.A
P.E.K.K.A Musketeer
Knight Guards Musketeer Valkyrie Giant Skeleton
Bats Valkyrie Guards Knight Musketeer Giant Skeleton
Musketeer Bats
P.E.K.K.A Bats Knight Musketeer Valkyrie Guards Giant Skeleton
Valkyrie Bats Guards P.E.K.K.A
P.E.K.K.A Knight
P.E.K.K.A
Bats Knight Musketeer Valkyrie P.E.K.K.A
Valkyrie Bats Knight Musketeer Guards
Valkyrie Bats Knight Musketeer Guards Giant Skeleton
P.E.K.K.A Musketeer
Valkyrie Bats Knight Musketeer Guards Giant Skeleton P.E.K.K.A

Counters to secondary win conditions

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

Knight Valkyrie Guards Giant Skeleton P.E.K.K.A
Knight Musketeer Valkyrie
Guards Giant Skeleton P.E.K.K.A Bats Knight Musketeer Valkyrie
Valkyrie Guards Giant Skeleton P.E.K.K.A Bats Knight Musketeer
Giant Skeleton P.E.K.K.A Knight Musketeer Valkyrie Guards
Bats Musketeer
Guards P.E.K.K.A Bats Knight Musketeer Valkyrie Giant Skeleton
Giant Skeleton P.E.K.K.A Knight Valkyrie
Giant Skeleton P.E.K.K.A Bats Knight Valkyrie
P.E.K.K.A Musketeer Guards
P.E.K.K.A Bats Knight Musketeer Valkyrie Guards Giant Skeleton
P.E.K.K.A Valkyrie Guards Giant Skeleton
Giant Skeleton P.E.K.K.A Knight Valkyrie Guards
Musketeer Valkyrie
Guards Bats Knight Musketeer Valkyrie Giant Skeleton P.E.K.K.A
Bats Valkyrie Musketeer Giant Skeleton P.E.K.K.A

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.)

Knight Musketeer Valkyrie Guards Giant Skeleton
Musketeer
Giant Skeleton
Knight Musketeer Valkyrie Guards Giant Skeleton
Valkyrie
Bats Musketeer
Musketeer
Bats Musketeer Guards
Knight Musketeer Valkyrie
Musketeer
Knight Musketeer
Musketeer
Musketeer
Musketeer
Musketeer
Bats
Musketeer
Valkyrie
Musketeer Giant Skeleton
Musketeer
Musketeer
Valkyrie
Musketeer
Musketeer
Musketeer
Bats Musketeer
Bats Musketeer Guards
Musketeer
P.E.K.K.A Giant Skeleton
Bats Musketeer Guards
Musketeer
Knight Musketeer Valkyrie
Musketeer
Giant Skeleton
Musketeer P.E.K.K.A
Bats Musketeer Guards Giant Skeleton
Bats Musketeer
Musketeer Giant Skeleton
P.E.K.K.A

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