My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

Musketeer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Tombstone Musketeer Battle Ram 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 Goblin Barrel

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.

Battle Ram 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.

Knight Battle Ram 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Tombstone Battle Ram Guards 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.

Arrows Knight Tombstone Goblin Barrel Guards Musketeer Battle Ram P.E.K.K.A

Shortest cycle

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

12 Arrows Knight Tombstone Goblin Barrel

Attack Synergies 4 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.

Arrows
P.E.K.K.A Knight Battle Ram Goblin Barrel
Knight
Musketeer Battle Ram Goblin Barrel Arrows
Tombstone
Musketeer
Knight Battle Ram P.E.K.K.A
Battle Ram
Knight Arrows Musketeer Goblin Barrel P.E.K.K.A
Goblin Barrel
Knight Arrows Battle Ram Guards P.E.K.K.A
Guards
Goblin Barrel
P.E.K.K.A
Arrows Musketeer Battle Ram Goblin Barrel

Defense Synergies 3 5

Arrows
Knight Tombstone P.E.K.K.A
Knight
Musketeer Arrows
Tombstone
Musketeer Arrows Guards
Musketeer
Knight Tombstone Guards P.E.K.K.A
Battle Ram
Goblin Barrel
Guards
Musketeer Tombstone
P.E.K.K.A
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 Tombstone Musketeer
P.E.K.K.A Knight Tombstone Musketeer
P.E.K.K.A Knight Tombstone Musketeer
P.E.K.K.A Knight Tombstone Musketeer Guards
Arrows Tombstone P.E.K.K.A
Arrows Musketeer Guards
Musketeer Arrows Tombstone
Arrows Musketeer P.E.K.K.A
P.E.K.K.A Tombstone Musketeer
Knight Guards Musketeer
Guards Arrows Knight Tombstone Musketeer
Arrows Musketeer
Tombstone P.E.K.K.A Knight Musketeer Guards
Arrows Tombstone Guards P.E.K.K.A
P.E.K.K.A Knight Tombstone
P.E.K.K.A
Arrows Knight Tombstone Musketeer P.E.K.K.A
Arrows Tombstone Knight Musketeer Guards
Arrows Knight Tombstone Musketeer Guards
P.E.K.K.A Musketeer
Arrows Knight Musketeer Guards P.E.K.K.A
P.E.K.K.A Tombstone

Counters to secondary win conditions

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

Knight Guards Tombstone P.E.K.K.A
Arrows Knight Musketeer
Tombstone Guards P.E.K.K.A Knight Musketeer
Guards P.E.K.K.A Knight Musketeer
P.E.K.K.A Knight Tombstone Musketeer Guards
Arrows Musketeer
Guards P.E.K.K.A Knight Tombstone Musketeer
P.E.K.K.A Knight
P.E.K.K.A Knight Tombstone
P.E.K.K.A Tombstone Musketeer Guards
P.E.K.K.A Knight Tombstone Musketeer Guards
P.E.K.K.A Arrows Guards
P.E.K.K.A Knight Tombstone Guards
Musketeer
Tombstone Guards Knight Musketeer P.E.K.K.A
Arrows Musketeer P.E.K.K.A
Arrows Tombstone

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
Arrows
Arrows Knight Musketeer Guards
Arrows
Arrows Musketeer
Arrows Musketeer
Arrows
Arrows
Musketeer Guards
Arrows Knight Musketeer
Arrows Musketeer
Knight Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer
Arrows
Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Musketeer Guards
Arrows Musketeer
Arrows
P.E.K.K.A
Arrows
Tombstone Musketeer Guards
Arrows Musketeer
Arrows
Knight Musketeer
Arrows Musketeer
Arrows
Musketeer P.E.K.K.A
Musketeer Guards
Musketeer
Musketeer
P.E.K.K.A

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