My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 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!
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 low-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 cheap spells that can finish it off. 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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 Baby Dragon Witch

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 Baby Dragon Witch

Offensive cards

Win conditions

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

Hog Rider

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.

Mini P.E.K.K.A Hog Rider

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.

Barbarians Mini P.E.K.K.A Hog Rider Baby Dragon

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 Hog Rider

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 Hog Rider Skeleton Army
Giant Snowball
Archers Barbarians Musketeer Hog Rider Skeleton Army Baby Dragon Witch
Zap
Archers Skeleton Army Witch
Barbarian Barrel
Archers Barbarians Musketeer Skeleton Army Witch
The Log
Archers Barbarians Mini P.E.K.K.A Musketeer Hog Rider Skeleton Army Witch
Earthquake
Archers Barbarians Hog Rider Skeleton Army Witch
Arrows
Archers Skeleton Army Witch
Royal Delivery
Archers Barbarians Mini P.E.K.K.A Musketeer Hog Rider Skeleton Army Baby Dragon Witch
Fireball
Archers Barbarians Musketeer Hog Rider Skeleton Army Baby Dragon Witch
Poison
Archers Barbarians Musketeer Skeleton Army Witch
Lightning
Mini P.E.K.K.A Musketeer Baby Dragon Witch
Rocket
Barbarians Musketeer Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Baby Dragon

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.

Mini P.E.K.K.A Skeleton Army Baby Dragon

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.

Skeleton Army

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 Witch

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 Skeleton Army Mini P.E.K.K.A Musketeer Hog Rider Baby Dragon Barbarians Witch

Shortest cycle

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

14 Archers Skeleton Army Mini P.E.K.K.A Musketeer

Attack Synergies 1 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.

Archers
Mini P.E.K.K.A Hog Rider Baby Dragon
Barbarians
Hog Rider
Mini P.E.K.K.A
Archers Musketeer Hog Rider Baby Dragon
Musketeer
Hog Rider Mini P.E.K.K.A Baby Dragon
Hog Rider
Musketeer Archers Barbarians Mini P.E.K.K.A Baby Dragon Witch
Skeleton Army
Baby Dragon
Archers Mini P.E.K.K.A Musketeer Hog Rider Witch
Witch
Hog Rider Baby Dragon

Defense Synergies 0 12

Archers
Mini P.E.K.K.A Skeleton Army Baby Dragon Witch
Barbarians
Skeleton Army
Mini P.E.K.K.A
Archers Musketeer Skeleton Army Baby Dragon Witch
Musketeer
Mini P.E.K.K.A Skeleton Army Baby Dragon
Hog Rider
Skeleton Army
Archers Barbarians Mini P.E.K.K.A Musketeer
Baby Dragon
Archers Mini P.E.K.K.A Musketeer Witch
Witch
Archers Mini P.E.K.K.A Baby Dragon

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 Baby Dragon
Barbarians Mini P.E.K.K.A Skeleton Army Musketeer Witch
Barbarians Mini P.E.K.K.A Skeleton Army Witch Archers Musketeer
Barbarians Mini P.E.K.K.A Skeleton Army Witch Musketeer
Barbarians Mini P.E.K.K.A Skeleton Army
Skeleton Army Archers Musketeer Baby Dragon
Musketeer Archers Baby Dragon Witch
Barbarians Musketeer Baby Dragon
Barbarians Mini P.E.K.K.A Witch Musketeer Skeleton Army
Skeleton Army Archers Barbarians Mini P.E.K.K.A Musketeer
Archers Barbarians Skeleton Army Witch Musketeer Baby Dragon
Musketeer Archers Baby Dragon Witch
Barbarians Mini P.E.K.K.A Skeleton Army Musketeer Witch
Skeleton Army Barbarians Mini P.E.K.K.A Baby Dragon Witch
Barbarians Mini P.E.K.K.A Skeleton Army
Barbarians Skeleton Army Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Musketeer Skeleton Army Witch
Archers Barbarians Musketeer Skeleton Army Baby Dragon Witch
Baby Dragon Witch Archers Barbarians Musketeer
Barbarians Mini P.E.K.K.A Musketeer
Skeleton Army Archers Barbarians Mini P.E.K.K.A Musketeer Baby Dragon Witch
Mini P.E.K.K.A Skeleton Army

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Skeleton Army Archers Witch
Archers Mini P.E.K.K.A Musketeer Baby Dragon
Barbarians Skeleton Army Mini P.E.K.K.A Musketeer Witch
Mini P.E.K.K.A Skeleton Army Barbarians Musketeer
Barbarians Mini P.E.K.K.A Musketeer Skeleton Army Witch
Archers Musketeer Baby Dragon Witch
Mini P.E.K.K.A Skeleton Army Archers Barbarians Musketeer Witch
Mini P.E.K.K.A Barbarians Skeleton Army
Barbarians Mini P.E.K.K.A Skeleton Army Baby Dragon Witch
Witch Barbarians Musketeer Skeleton Army
Barbarians Mini P.E.K.K.A Musketeer Witch
Skeleton Army Barbarians
Barbarians Mini P.E.K.K.A Skeleton Army Witch
Archers Barbarians Musketeer Skeleton Army Baby Dragon Witch
Barbarians Skeleton Army Witch Archers Mini P.E.K.K.A Musketeer Baby Dragon
Archers Barbarians Mini P.E.K.K.A Musketeer Baby Dragon Witch

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 Baby Dragon
Musketeer Baby Dragon
Baby Dragon
Barbarians Musketeer
Baby Dragon
Musketeer Baby Dragon Witch
Archers Musketeer Baby Dragon Witch
Baby Dragon
Mini P.E.K.K.A Musketeer
Musketeer
Archers Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer Baby Dragon Witch
Musketeer Baby Dragon
Mini P.E.K.K.A
Archers Mini P.E.K.K.A Musketeer Baby Dragon
Baby Dragon Witch
Musketeer Baby Dragon
Musketeer
Barbarians Musketeer Baby Dragon
Baby Dragon Witch
Witch
Musketeer Baby Dragon Witch
Musketeer Baby Dragon Witch
Musketeer Baby Dragon
Archers Musketeer Baby Dragon Witch
Musketeer Witch
Mini P.E.K.K.A
Musketeer
Archers Barbarians Musketeer Skeleton Army Witch
Archers Musketeer Baby Dragon Witch
Mini P.E.K.K.A Musketeer Baby Dragon
Musketeer Baby Dragon
Musketeer
Musketeer Baby Dragon Witch
Musketeer Witch
Musketeer Baby Dragon Witch

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