My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
RIP

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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 Little Prince

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 Dark Prince Royal Ghost Little Prince

Offensive cards

Win conditions

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

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Freeze

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 Dark Prince Royal Ghost

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.

Mini P.E.K.K.A Dark Prince Royal Ghost

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 Dark Prince Royal Ghost

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 Guards Dark Prince
Giant Snowball
Bats Musketeer Guards Little Prince
Zap
Bats Guards Dark Prince Little Prince
Barbarian Barrel
Musketeer Guards Dark Prince Royal Ghost Little Prince
The Log
Mini P.E.K.K.A Musketeer Guards Dark Prince Little Prince
Earthquake
Guards
Arrows
Bats Guards Little Prince
Royal Delivery
Bats Mini P.E.K.K.A Musketeer Guards Dark Prince Royal Ghost Little Prince
Fireball
Musketeer Little Prince
Poison
Bats Musketeer Guards Little Prince
Lightning
Mini P.E.K.K.A Musketeer Dark Prince Little Prince
Rocket
Musketeer Little Prince

Against air swarms

Spells and units that can counter air swarms.

Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince Freeze Royal Ghost

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 Mini P.E.K.K.A Guards Dark Prince Freeze Royal Ghost

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Guards Royal Ghost Little Prince Mini P.E.K.K.A Musketeer Dark Prince Freeze

Shortest cycle

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

11 Bats Guards Royal Ghost Little Prince

Attack Synergies 0 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.

Bats
Mini P.E.K.K.A Dark Prince
Mini P.E.K.K.A
Bats Musketeer Dark Prince Little Prince
Musketeer
Mini P.E.K.K.A Dark Prince Royal Ghost
Guards
Dark Prince
Bats Mini P.E.K.K.A Musketeer Royal Ghost Little Prince
Freeze
Royal Ghost
Musketeer Dark Prince Little Prince
Little Prince
Mini P.E.K.K.A Dark Prince Royal Ghost

Defense Synergies 1 13

Bats
Mini P.E.K.K.A Musketeer Dark Prince Freeze
Mini P.E.K.K.A
Bats Musketeer Guards Freeze Royal Ghost
Musketeer
Guards Bats Mini P.E.K.K.A Dark Prince Royal Ghost
Guards
Musketeer Mini P.E.K.K.A
Dark Prince
Bats Musketeer Royal Ghost Little Prince
Freeze
Bats Mini P.E.K.K.A
Royal Ghost
Mini P.E.K.K.A Musketeer Dark Prince Little Prince
Little Prince
Dark Prince Royal Ghost

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
Mini P.E.K.K.A Bats Musketeer Dark Prince
Mini P.E.K.K.A Bats Musketeer Dark Prince Freeze
Mini P.E.K.K.A Bats Musketeer Guards Dark Prince
Mini P.E.K.K.A Dark Prince
Freeze Bats Musketeer Guards Dark Prince Royal Ghost
Bats Musketeer Freeze Little Prince
Musketeer
Mini P.E.K.K.A Musketeer
Guards Mini P.E.K.K.A Musketeer Dark Prince Royal Ghost Little Prince
Bats Guards Musketeer Dark Prince Freeze Royal Ghost
Musketeer Bats
Mini P.E.K.K.A Bats Musketeer Guards Dark Prince Freeze
Bats Mini P.E.K.K.A Guards Dark Prince Freeze Royal Ghost
Mini P.E.K.K.A
Mini P.E.K.K.A Freeze
Bats Mini P.E.K.K.A Musketeer Dark Prince
Bats Musketeer Guards Dark Prince Royal Ghost Little Prince
Freeze Bats Musketeer Guards Dark Prince Royal Ghost Little Prince
Mini P.E.K.K.A Musketeer
Dark Prince Royal Ghost Bats Mini P.E.K.K.A Musketeer Guards Little Prince

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Dark Prince Royal Ghost
Mini P.E.K.K.A Musketeer Royal Ghost
Guards Bats Mini P.E.K.K.A Musketeer Dark Prince
Mini P.E.K.K.A Guards Dark Prince Bats Musketeer
Mini P.E.K.K.A Musketeer Guards Dark Prince
Bats Musketeer Freeze
Mini P.E.K.K.A Guards Dark Prince Bats Musketeer
Mini P.E.K.K.A Dark Prince
Freeze Bats Mini P.E.K.K.A Dark Prince
Musketeer Guards
Bats Mini P.E.K.K.A Musketeer Guards Dark Prince
Guards Dark Prince
Mini P.E.K.K.A Dark Prince Guards
Musketeer
Guards Bats Mini P.E.K.K.A Musketeer Dark Prince Freeze Little Prince
Bats Mini P.E.K.K.A Musketeer Dark Prince Freeze Royal Ghost

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 Guards Freeze Royal Ghost
Musketeer Royal Ghost
Musketeer Guards Dark Prince Freeze
Dark Prince
Bats Musketeer Freeze
Musketeer
Freeze
Bats Mini P.E.K.K.A Musketeer Guards
Musketeer Dark Prince
Musketeer
Musketeer
Musketeer Freeze
Musketeer
Musketeer
Musketeer
Freeze
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Musketeer Dark Prince
Little Prince
Musketeer
Musketeer
Musketeer
Freeze Dark Prince Little Prince
Musketeer Royal Ghost
Musketeer
Musketeer
Bats Musketeer Little Prince
Bats Musketeer Guards Freeze
Mini P.E.K.K.A
Musketeer
Freeze
Bats Musketeer Guards Dark Prince Freeze
Musketeer
Freeze
Mini P.E.K.K.A Musketeer Dark Prince
Musketeer
Musketeer Dark Prince
Bats Musketeer Guards Freeze
Bats Musketeer
Musketeer Dark Prince Freeze Royal Ghost Little Prince

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