My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. 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 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!
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 Archers Musketeer

Defensive buildings

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

Mortar

Investments

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

Bomber Bats Archers Musketeer Prince P.E.K.K.A

Offensive cards

Win conditions

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

Mortar 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.

Mortar Hog Rider Prince

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.

Mortar Hog Rider Prince 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.

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
Bomber Bats Archers Hog Rider Prince
Giant Snowball
Bomber Bats Archers Musketeer Hog Rider
Zap
Bomber Bats Archers Mortar Prince
Barbarian Barrel
Bomber Archers Mortar Musketeer
The Log
Bomber Archers Musketeer Hog Rider Prince
Earthquake
Bomber Archers Mortar Hog Rider
Arrows
Bomber Bats Archers
Royal Delivery
Bomber Bats Archers Musketeer Hog Rider Prince P.E.K.K.A
Fireball
Bomber Archers Mortar Musketeer Hog Rider
Poison
Bomber Bats Archers Mortar Musketeer
Lightning
Mortar Musketeer Prince
Rocket
Mortar Musketeer Hog Rider Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Mortar

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 Prince 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Archers Mortar Musketeer Hog Rider Prince P.E.K.K.A

Shortest cycle

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

11 Bomber Bats Archers Mortar

Attack Synergies 2 17

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
Bats Mortar Hog Rider Prince P.E.K.K.A
Bats
Hog Rider Bomber Mortar Prince P.E.K.K.A
Archers
Mortar Hog Rider Prince P.E.K.K.A
Mortar
Bomber Bats Archers Musketeer Hog Rider
Musketeer
Hog Rider Mortar Prince P.E.K.K.A
Hog Rider
Bats Musketeer Bomber Archers Mortar Prince
Prince
Bomber Bats Archers Musketeer Hog Rider
P.E.K.K.A
Bomber Bats Archers Musketeer

Defense Synergies 0 11

Bomber
Bats Mortar P.E.K.K.A
Bats
Bomber Mortar Musketeer Prince P.E.K.K.A
Archers
Mortar P.E.K.K.A
Mortar
Bomber Bats Archers Musketeer
Musketeer
Bats Mortar P.E.K.K.A
Hog Rider
Prince
Bats
P.E.K.K.A
Bomber Bats Archers 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.

Bomber Mortar Musketeer
P.E.K.K.A Bats Mortar Musketeer Prince
Mortar Prince P.E.K.K.A Bomber Bats Archers Musketeer
Prince P.E.K.K.A Bats Mortar Musketeer
Bomber Prince P.E.K.K.A
Bomber Bats Archers Musketeer
Bats Musketeer Archers Mortar
Musketeer P.E.K.K.A
P.E.K.K.A Mortar Musketeer Prince
Bomber Archers Musketeer Prince
Bats Archers Bomber Musketeer
Musketeer Bats Archers
Mortar Prince P.E.K.K.A Bomber Bats Musketeer
Bomber Bats Mortar Prince P.E.K.K.A
P.E.K.K.A Mortar Prince
Mortar Prince P.E.K.K.A
Bomber Bats Mortar Musketeer Prince P.E.K.K.A
Mortar Bomber Bats Archers Musketeer Prince
Mortar Bomber Bats Archers Musketeer
P.E.K.K.A Mortar Musketeer Prince
Bomber Bats Archers Musketeer Prince P.E.K.K.A

Counters to secondary win conditions

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

Archers Prince P.E.K.K.A
Bomber Archers Mortar Musketeer Prince
P.E.K.K.A Bats Musketeer Prince
Prince P.E.K.K.A Bats Musketeer
P.E.K.K.A Musketeer Prince
Bats Archers Musketeer
Prince P.E.K.K.A Bats Archers Musketeer
P.E.K.K.A Prince
P.E.K.K.A Bats Mortar Prince
P.E.K.K.A Musketeer
P.E.K.K.A Bats Musketeer Prince
P.E.K.K.A Prince
Prince P.E.K.K.A
Bomber Archers Musketeer
Bomber Bats Archers Mortar Musketeer Prince P.E.K.K.A
Bats Bomber Archers Musketeer P.E.K.K.A
Bomber Mortar

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.)

Mortar Musketeer
Mortar Musketeer
Musketeer Prince
Bomber Mortar
Bats Musketeer
Bomber Archers Mortar Musketeer
Mortar
Bats Musketeer Prince
Mortar Musketeer Prince
Archers Musketeer
Mortar Musketeer
Mortar Musketeer
Mortar Musketeer Prince
Bomber Mortar Musketeer
Mortar Musketeer
Mortar
Bomber Bats
Bomber Archers Mortar Musketeer Prince
Bomber Mortar
Musketeer Prince
Musketeer Prince
Mortar Musketeer
Bomber Mortar
Mortar Musketeer
Mortar Musketeer Prince
Mortar Musketeer
Bats Archers Musketeer
Bats Musketeer
Bomber Mortar Musketeer
P.E.K.K.A Prince
Bats Archers Musketeer Prince
Archers Musketeer
Musketeer Prince
Bomber Mortar Musketeer
Musketeer Prince P.E.K.K.A
Bats Musketeer
Bats Musketeer
Mortar Musketeer Prince
Prince P.E.K.K.A
Mortar

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