My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

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.

Ice Spirit Musketeer P.E.K.K.A Bandit

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.

Zap The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Bandit

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.

Electro Spirit Ice Spirit Heal Spirit P.E.K.K.A Bandit

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.

Electro Spirit Bandit

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
Bandit
Giant Snowball
Musketeer
Zap
Bandit
Barbarian Barrel
Electro Spirit Ice Spirit Heal Spirit Musketeer Bandit
The Log
Electro Spirit Ice Spirit Heal Spirit Musketeer Bandit
Earthquake
Arrows
Electro Spirit Ice Spirit Heal Spirit
Royal Delivery
Electro Spirit Ice Spirit Heal Spirit Musketeer P.E.K.K.A Bandit
Fireball
Musketeer Bandit
Poison
Musketeer
Lightning
Musketeer Bandit
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Zap The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Electro Spirit Ice Spirit Heal Spirit 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.

Ice Spirit Heal Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Ice Spirit Heal Spirit Zap The Log Bandit Musketeer P.E.K.K.A

Shortest cycle

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

5 Electro Spirit Ice Spirit Heal Spirit Zap

Attack Synergies 3 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.

Electro Spirit
Zap P.E.K.K.A Bandit
Ice Spirit
Zap P.E.K.K.A Musketeer Bandit
Zap
Ice Spirit P.E.K.K.A Electro Spirit Heal Spirit Musketeer The Log Bandit
Heal Spirit
Zap Musketeer P.E.K.K.A Bandit
Musketeer
Ice Spirit Zap Heal Spirit P.E.K.K.A The Log Bandit
P.E.K.K.A
Ice Spirit Zap Electro Spirit Heal Spirit Musketeer The Log
The Log
Zap Musketeer P.E.K.K.A Bandit
Bandit
Electro Spirit Ice Spirit Zap Heal Spirit Musketeer The Log

Defense Synergies 4 12

Electro Spirit
Zap The Log
Ice Spirit
Zap Musketeer P.E.K.K.A The Log Bandit
Zap
Ice Spirit Electro Spirit Musketeer P.E.K.K.A The Log Bandit
Heal Spirit
Musketeer
Ice Spirit The Log Zap P.E.K.K.A Bandit
P.E.K.K.A
The Log Ice Spirit Zap Musketeer
The Log
Musketeer P.E.K.K.A Electro Spirit Ice Spirit Zap Bandit
Bandit
Ice Spirit Zap Musketeer The Log

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.

Zap Musketeer The Log
P.E.K.K.A Ice Spirit Zap Musketeer The Log Bandit
P.E.K.K.A Musketeer Bandit
P.E.K.K.A Musketeer Bandit
P.E.K.K.A The Log
The Log Electro Spirit Zap Musketeer Bandit
Musketeer Electro Spirit Ice Spirit Zap
Electro Spirit Zap Musketeer P.E.K.K.A The Log Bandit
P.E.K.K.A Musketeer
Ice Spirit Musketeer Bandit
Electro Spirit Zap Musketeer The Log Bandit
Musketeer Zap
P.E.K.K.A Ice Spirit Zap Musketeer The Log Bandit
Electro Spirit Ice Spirit Zap P.E.K.K.A The Log
P.E.K.K.A Bandit
Ice Spirit Zap P.E.K.K.A The Log Bandit
Musketeer P.E.K.K.A
Ice Spirit Electro Spirit Zap Musketeer The Log Bandit
Zap The Log Electro Spirit Ice Spirit Musketeer Bandit
P.E.K.K.A Musketeer
Electro Spirit Musketeer P.E.K.K.A The Log Bandit

Counters to secondary win conditions

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

Zap P.E.K.K.A Bandit
Bandit Zap Musketeer The Log
P.E.K.K.A Bandit Ice Spirit Zap Musketeer The Log
P.E.K.K.A Zap Musketeer The Log Bandit
P.E.K.K.A Musketeer Bandit
Electro Spirit Ice Spirit Zap Musketeer
P.E.K.K.A Musketeer Bandit
P.E.K.K.A
Zap P.E.K.K.A Electro Spirit Ice Spirit The Log Bandit
P.E.K.K.A Musketeer
P.E.K.K.A Musketeer
P.E.K.K.A Zap The Log
P.E.K.K.A Bandit
Musketeer
Electro Spirit Ice Spirit Zap Musketeer P.E.K.K.A The Log
Electro Spirit Zap Musketeer P.E.K.K.A The Log
Electro Spirit Zap

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 The Log Bandit
Zap Musketeer The Log Bandit
The Log Bandit
Musketeer The Log
Zap The Log
Electro Spirit Ice Spirit Zap Musketeer
Musketeer The Log
The Log Ice Spirit Zap
The Log Zap Bandit
Musketeer
Zap Musketeer The Log Bandit
Zap Musketeer
Musketeer The Log Bandit
Musketeer Bandit
Zap Musketeer The Log
Zap Musketeer The Log Bandit
Musketeer The Log Bandit
Zap Musketeer The Log Bandit
Zap The Log
Musketeer The Log
Musketeer The Log
Zap Musketeer The Log
Zap The Log Electro Spirit Ice Spirit
The Log Zap Musketeer Bandit
Zap Musketeer The Log Bandit
Zap Musketeer The Log Bandit
Zap Musketeer
Zap Electro Spirit Ice Spirit Musketeer
Zap Musketeer The Log Bandit
Zap Electro Spirit Ice Spirit
P.E.K.K.A
The Log
Zap Electro Spirit Ice Spirit Musketeer Bandit
Zap Musketeer
The Log
Musketeer
The Log Zap Musketeer
Zap
Musketeer P.E.K.K.A
Zap Electro Spirit Ice Spirit Musketeer The Log
Zap Musketeer
Zap Musketeer The Log Bandit
P.E.K.K.A

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