My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

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.

Missing

Investments

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

Bomber Musketeer P.E.K.K.A Fisherman Goblinstein

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.

Arrows Rage

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.

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
Bomber Guards Fisherman
Giant Snowball
Bomber Musketeer Guards Fisherman
Zap
Bomber Guards Fisherman
Barbarian Barrel
Bomber Musketeer Guards
The Log
Bomber Musketeer Guards Fisherman
Earthquake
Bomber Guards
Arrows
Bomber Guards
Royal Delivery
Bomber Musketeer Guards P.E.K.K.A Fisherman
Fireball
Bomber Musketeer Fisherman
Poison
Bomber Musketeer Guards Fisherman
Lightning
Musketeer Fisherman Goblinstein
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.

Bomber 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 Rage Guards P.E.K.K.A

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.

Bomber Rage Arrows Guards Fisherman Musketeer Goblinstein P.E.K.K.A

Shortest cycle

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

10 Bomber Rage Arrows Guards

Attack Synergies 1 4

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.

Bomber
P.E.K.K.A
Arrows
P.E.K.K.A
Musketeer
P.E.K.K.A Fisherman
Rage
Guards
P.E.K.K.A
Arrows Bomber Musketeer Fisherman
Fisherman
Musketeer P.E.K.K.A
Goblinstein

Defense Synergies 2 7

Bomber
Guards P.E.K.K.A Fisherman
Arrows
P.E.K.K.A
Musketeer
Guards P.E.K.K.A Fisherman
Rage
Guards
Musketeer Fisherman Bomber
P.E.K.K.A
Bomber Arrows Musketeer Fisherman
Fisherman
Guards Bomber Musketeer P.E.K.K.A
Goblinstein

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.

Bomber Musketeer
P.E.K.K.A Musketeer Fisherman
P.E.K.K.A Fisherman Bomber Musketeer
P.E.K.K.A Musketeer Guards Fisherman
Bomber Arrows P.E.K.K.A
Arrows Bomber Musketeer Guards
Musketeer Arrows
Arrows Musketeer P.E.K.K.A
P.E.K.K.A Musketeer Fisherman
Guards Bomber Musketeer Fisherman
Guards Bomber Arrows Musketeer Fisherman
Arrows Musketeer
P.E.K.K.A Bomber Musketeer Guards
Bomber Arrows Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Fisherman
Bomber Arrows Musketeer P.E.K.K.A Fisherman
Arrows Bomber Musketeer Guards Fisherman
Arrows Bomber Musketeer Guards Fisherman
P.E.K.K.A Musketeer Fisherman
Bomber Arrows Musketeer Guards P.E.K.K.A Fisherman

Counters to secondary win conditions

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

Guards P.E.K.K.A Fisherman
Bomber Arrows Musketeer Fisherman
Guards P.E.K.K.A Musketeer Fisherman
Guards P.E.K.K.A Musketeer Fisherman
P.E.K.K.A Musketeer Guards Fisherman
Arrows Musketeer
Guards P.E.K.K.A Musketeer
P.E.K.K.A Fisherman
P.E.K.K.A
P.E.K.K.A Musketeer Guards
P.E.K.K.A Musketeer Guards
P.E.K.K.A Arrows Guards
P.E.K.K.A Guards
Bomber Musketeer
Guards Bomber Musketeer P.E.K.K.A Fisherman
Arrows Bomber Musketeer P.E.K.K.A
Bomber 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 Guards
Arrows Musketeer Fisherman
Arrows
Arrows Musketeer Guards
Bomber Arrows
Arrows Musketeer
Bomber Arrows Musketeer
Arrows
Arrows Fisherman
Musketeer Guards Fisherman
Arrows Musketeer Fisherman
Arrows Musketeer
Musketeer Fisherman
Arrows Musketeer Fisherman
Arrows Musketeer Fisherman
Bomber Arrows Musketeer
Arrows Musketeer
Arrows
Bomber Fisherman
Bomber Arrows Musketeer Fisherman
Bomber Arrows
Musketeer
Arrows
Musketeer Fisherman
Arrows Musketeer
Arrows Bomber
Fisherman
Arrows Musketeer Fisherman
Arrows Musketeer Fisherman
Arrows Musketeer Fisherman
Arrows Musketeer
Musketeer Guards
Bomber Arrows Musketeer
Arrows
P.E.K.K.A
Arrows
Musketeer Guards
Arrows Musketeer
Arrows
Musketeer
Arrows Bomber Musketeer
Arrows
Musketeer P.E.K.K.A
Musketeer Guards
Musketeer
Musketeer
P.E.K.K.A

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