My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!
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.

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 Musketeer Balloon Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel Balloon

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 Goblin Barrel Balloon Mega Knight

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.

Barbarians Mini P.E.K.K.A Balloon Mega Knight

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 Goblin Barrel Balloon

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 Goblin Barrel Balloon
Giant Snowball
Bats Barbarians Musketeer Goblin Barrel Balloon
Zap
Bats Goblin Barrel Balloon
Barbarian Barrel
Barbarians Musketeer Goblin Barrel
The Log
Barbarians Mini P.E.K.K.A Musketeer Goblin Barrel
Earthquake
Barbarians Goblin Barrel
Arrows
Bats Goblin Barrel
Royal Delivery
Bats Barbarians Mini P.E.K.K.A Musketeer Goblin Barrel Balloon
Fireball
Barbarians Musketeer Goblin Barrel Balloon
Poison
Bats Barbarians Musketeer Balloon
Lightning
Mini P.E.K.K.A Musketeer Balloon
Rocket
Barbarians Musketeer Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mega Knight

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 Arrows Mini P.E.K.K.A Mega Knight

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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Goblin Barrel Mini P.E.K.K.A Musketeer Barbarians Balloon Mega Knight

Shortest cycle

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

12 Bats Arrows Goblin Barrel Mini P.E.K.K.A

Attack Synergies 3 13

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
Balloon Mega Knight Mini P.E.K.K.A Goblin Barrel
Arrows
Balloon Mini P.E.K.K.A Goblin Barrel Mega Knight
Barbarians
Balloon
Mini P.E.K.K.A
Bats Arrows Musketeer Mega Knight
Musketeer
Mini P.E.K.K.A Balloon Mega Knight
Goblin Barrel
Bats Arrows Balloon Mega Knight
Balloon
Bats Arrows Barbarians Musketeer Goblin Barrel Mega Knight
Mega Knight
Bats Arrows Mini P.E.K.K.A Musketeer Goblin Barrel Balloon

Defense Synergies 1 7

Bats
Mini P.E.K.K.A Musketeer Mega Knight
Arrows
Mega Knight Barbarians Mini P.E.K.K.A
Barbarians
Arrows
Mini P.E.K.K.A
Bats Arrows Musketeer
Musketeer
Bats Mini P.E.K.K.A Mega Knight
Goblin Barrel
Balloon
Mega Knight
Arrows Bats 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.

Musketeer
Barbarians Mini P.E.K.K.A Bats Musketeer Mega Knight
Barbarians Mini P.E.K.K.A Mega Knight Bats Musketeer
Barbarians Mini P.E.K.K.A Bats Musketeer Mega Knight
Arrows Barbarians Mini P.E.K.K.A Mega Knight
Arrows Bats Musketeer Mega Knight
Bats Musketeer Arrows
Arrows Barbarians Musketeer Mega Knight
Barbarians Mini P.E.K.K.A Musketeer
Barbarians Mini P.E.K.K.A Musketeer Mega Knight
Bats Barbarians Arrows Musketeer Mega Knight
Arrows Musketeer Bats
Barbarians Mini P.E.K.K.A Mega Knight Bats Musketeer
Mega Knight Bats Arrows Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Mega Knight
Barbarians Mini P.E.K.K.A Mega Knight
Barbarians Mega Knight Bats Arrows Mini P.E.K.K.A Musketeer
Arrows Mega Knight Bats Barbarians Musketeer
Arrows Bats Barbarians Musketeer Mega Knight
Barbarians Mini P.E.K.K.A Musketeer
Mega Knight Bats Arrows 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.

Barbarians Mini P.E.K.K.A Mega Knight
Arrows Mini P.E.K.K.A Musketeer Mega Knight
Barbarians Mega Knight Bats Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Mega Knight Bats Barbarians Musketeer
Barbarians Mini P.E.K.K.A Musketeer Mega Knight
Arrows Bats Musketeer
Mini P.E.K.K.A Bats Barbarians Musketeer
Mini P.E.K.K.A Mega Knight Barbarians
Mega Knight Bats Barbarians Mini P.E.K.K.A
Barbarians Musketeer
Mega Knight Bats Barbarians Mini P.E.K.K.A Musketeer
Mega Knight Arrows Barbarians
Barbarians Mini P.E.K.K.A Mega Knight
Barbarians Musketeer Mega Knight
Barbarians Bats Mini P.E.K.K.A Musketeer
Bats Arrows Mega Knight Barbarians Mini P.E.K.K.A Musketeer
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 Musketeer
Arrows Musketeer
Arrows
Arrows Barbarians Musketeer
Arrows Mega Knight
Arrows Bats Musketeer
Arrows Musketeer
Arrows
Arrows
Bats Mini P.E.K.K.A Musketeer
Arrows Musketeer
Arrows Musketeer
Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Mega Knight
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Musketeer Mega Knight
Arrows Mega Knight
Musketeer Mega Knight
Arrows
Musketeer
Arrows Barbarians Musketeer
Arrows Mega Knight
Arrows Musketeer
Arrows Musketeer Mega Knight
Arrows Musketeer
Bats Arrows Musketeer
Bats Musketeer
Mini P.E.K.K.A
Arrows Musketeer Mega Knight
Arrows
Mega Knight
Arrows
Bats Barbarians Musketeer
Arrows Musketeer
Arrows
Mini P.E.K.K.A Musketeer Mega Knight
Arrows Musketeer
Arrows
Musketeer Mega Knight
Bats Musketeer
Bats Musketeer
Musketeer Mega Knight
Mega Knight

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