My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!
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 Wizard

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 Knight Musketeer Battle Ram Wizard

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.

Arrows

Punishments

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

Mini P.E.K.K.A 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 Barbarians Mini P.E.K.K.A Battle Ram

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.

Mini P.E.K.K.A

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 Battle Ram
Giant Snowball
Archers Barbarians Musketeer Battle Ram
Zap
Archers Battle Ram
Barbarian Barrel
Archers Knight Barbarians Musketeer Battle Ram Wizard
The Log
Archers Barbarians Mini P.E.K.K.A Musketeer Battle Ram
Earthquake
Archers Barbarians
Arrows
Archers
Royal Delivery
Archers Knight Barbarians Mini P.E.K.K.A Musketeer Battle Ram Wizard
Fireball
Archers Barbarians Musketeer Battle Ram Wizard
Poison
Archers Barbarians Musketeer Wizard
Lightning
Knight Mini P.E.K.K.A Musketeer Battle Ram Wizard
Rocket
Barbarians Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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 Knight Mini P.E.K.K.A Battle Ram

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.

Barbarians Musketeer Wizard

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Arrows Knight Mini P.E.K.K.A Musketeer Battle Ram Barbarians Wizard

Shortest cycle

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

13 Archers Arrows Knight Mini P.E.K.K.A

Attack Synergies 3 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
Knight Arrows Mini P.E.K.K.A Battle Ram
Arrows
Archers Knight Mini P.E.K.K.A Battle Ram
Knight
Archers Musketeer Battle Ram Arrows Wizard
Barbarians
Mini P.E.K.K.A
Archers Arrows Musketeer Wizard
Musketeer
Knight Mini P.E.K.K.A Battle Ram
Battle Ram
Knight Archers Arrows Musketeer
Wizard
Knight Mini P.E.K.K.A

Defense Synergies 2 8

Archers
Knight Mini P.E.K.K.A
Arrows
Knight Barbarians Mini P.E.K.K.A
Knight
Archers Musketeer Arrows Mini P.E.K.K.A Wizard
Barbarians
Arrows
Mini P.E.K.K.A
Archers Arrows Knight Musketeer Wizard
Musketeer
Knight Mini P.E.K.K.A
Battle Ram
Wizard
Knight Mini P.E.K.K.A

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 Wizard
Barbarians Mini P.E.K.K.A Knight Musketeer
Barbarians Mini P.E.K.K.A Archers Knight Musketeer
Barbarians Mini P.E.K.K.A Knight Musketeer
Arrows Barbarians Mini P.E.K.K.A
Arrows Archers Musketeer
Musketeer Archers Arrows Wizard
Arrows Barbarians Musketeer
Barbarians Mini P.E.K.K.A Musketeer
Knight Archers Barbarians Mini P.E.K.K.A Musketeer
Archers Barbarians Arrows Knight Musketeer Wizard
Arrows Musketeer Archers Wizard
Barbarians Mini P.E.K.K.A Knight Musketeer Wizard
Wizard Arrows Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Knight
Barbarians Mini P.E.K.K.A
Barbarians Wizard Arrows Knight Mini P.E.K.K.A Musketeer
Arrows Archers Knight Barbarians Musketeer Wizard
Arrows Wizard Archers Knight Barbarians Musketeer
Barbarians Mini P.E.K.K.A Musketeer
Wizard Archers Arrows Knight Barbarians Mini P.E.K.K.A Musketeer

Counters to secondary win conditions

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

Knight Barbarians Mini P.E.K.K.A Archers
Archers Arrows Knight Mini P.E.K.K.A Musketeer Wizard
Barbarians Knight Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Knight Barbarians Musketeer
Barbarians Knight Mini P.E.K.K.A Musketeer
Arrows Wizard Archers Musketeer
Mini P.E.K.K.A Archers Knight Barbarians Musketeer
Mini P.E.K.K.A Knight Barbarians
Knight Barbarians Mini P.E.K.K.A
Barbarians Musketeer
Knight Barbarians Mini P.E.K.K.A Musketeer
Arrows Barbarians
Barbarians Mini P.E.K.K.A Knight Wizard
Wizard Archers Barbarians Musketeer
Barbarians Archers Knight Mini P.E.K.K.A Musketeer
Arrows Archers Barbarians Mini P.E.K.K.A Musketeer Wizard
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
Arrows Musketeer
Arrows
Arrows Knight Barbarians Musketeer
Wizard Arrows
Arrows Wizard Musketeer
Archers Arrows Musketeer Wizard
Arrows Wizard
Arrows Wizard
Mini P.E.K.K.A Musketeer
Arrows Knight Musketeer Wizard
Archers Arrows Musketeer Wizard
Knight Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Wizard
Arrows Musketeer Wizard
Arrows
Mini P.E.K.K.A
Archers Arrows Mini P.E.K.K.A Musketeer Wizard
Arrows Wizard
Musketeer
Arrows Wizard
Musketeer
Arrows Barbarians Musketeer
Arrows Wizard
Arrows Musketeer Wizard
Arrows Musketeer Wizard
Arrows Musketeer
Archers Arrows Musketeer Wizard
Musketeer Wizard
Mini P.E.K.K.A
Arrows Musketeer Wizard
Arrows
Arrows Wizard
Archers Barbarians Musketeer
Archers Arrows Musketeer Wizard
Arrows
Knight Mini P.E.K.K.A Musketeer Wizard
Arrows Musketeer Wizard
Arrows
Musketeer
Musketeer
Musketeer
Musketeer

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