My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 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!

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.

Musketeer Rune Giant P.E.K.K.A

Offensive cards

Win conditions

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

Rune Giant

Damage spells

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

Zap Arrows

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

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 Mini P.E.K.K.A Rune Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap 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.

Electro Spirit Arrows Mini P.E.K.K.A Rune Giant 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Electro Spirit Zap Arrows Mini P.E.K.K.A Musketeer Rune Giant P.E.K.K.A

Shortest cycle

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

6 Mirror Electro Spirit Zap Arrows

Attack Synergies 5 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.

Electro Spirit
Zap P.E.K.K.A
Zap
Arrows Mirror P.E.K.K.A Electro Spirit Mini P.E.K.K.A Musketeer
Arrows
Zap Mirror P.E.K.K.A Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Arrows Musketeer Mirror
Musketeer
Zap Mini P.E.K.K.A Mirror P.E.K.K.A
Mirror
Zap Arrows Mini P.E.K.K.A Musketeer
Rune Giant
P.E.K.K.A
Zap Arrows Electro Spirit Musketeer

Defense Synergies 3 10

Electro Spirit
Zap
Zap
Mini P.E.K.K.A Mirror Electro Spirit Arrows Musketeer P.E.K.K.A
Arrows
Mirror Zap Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Zap Arrows Musketeer Mirror
Musketeer
Zap Mini P.E.K.K.A Mirror P.E.K.K.A
Mirror
Zap Arrows Mini P.E.K.K.A Musketeer
Rune Giant
P.E.K.K.A
Zap 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.

Zap Musketeer
Mini P.E.K.K.A P.E.K.K.A Zap Musketeer
Mini P.E.K.K.A P.E.K.K.A Musketeer
Mini P.E.K.K.A P.E.K.K.A Musketeer
Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Electro Spirit Zap Musketeer
Musketeer Electro Spirit Zap Arrows
Electro Spirit Zap Arrows Musketeer P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Musketeer
Mini P.E.K.K.A Musketeer
Electro Spirit Zap Arrows Musketeer
Arrows Musketeer Zap
Mini P.E.K.K.A P.E.K.K.A Zap Musketeer
Electro Spirit Zap Arrows Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Zap Mini P.E.K.K.A P.E.K.K.A
Arrows Mini P.E.K.K.A Musketeer P.E.K.K.A
Arrows Electro Spirit Zap Musketeer
Zap Arrows Electro Spirit Musketeer
Mini P.E.K.K.A P.E.K.K.A Musketeer
Electro Spirit Arrows Mini P.E.K.K.A Musketeer P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Musketeer
P.E.K.K.A Zap Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A P.E.K.K.A Zap Musketeer
P.E.K.K.A Mini P.E.K.K.A Musketeer
Arrows Electro Spirit Zap Musketeer
Mini P.E.K.K.A P.E.K.K.A Musketeer
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Electro Spirit Mini P.E.K.K.A
P.E.K.K.A Musketeer
P.E.K.K.A Mini P.E.K.K.A Musketeer
P.E.K.K.A Zap Arrows
Mini P.E.K.K.A P.E.K.K.A
Musketeer
Electro Spirit Zap Mini P.E.K.K.A Musketeer P.E.K.K.A
Arrows Electro Spirit Zap Mini P.E.K.K.A Musketeer P.E.K.K.A
Electro Spirit Zap 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
Arrows Zap Musketeer
Arrows
Arrows Musketeer
Zap Arrows
Arrows Electro Spirit Zap Musketeer
Arrows Musketeer
Arrows Zap
Arrows Zap
Mini P.E.K.K.A Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Musketeer
Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Arrows Musketeer
Arrows
Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Musketeer
Zap Arrows
Musketeer
Arrows
Musketeer
Zap Arrows Musketeer
Zap Arrows Electro Spirit
Arrows Zap Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Zap Electro Spirit Musketeer
Mini P.E.K.K.A
Zap Arrows Musketeer
Zap Electro Spirit Arrows
P.E.K.K.A
Arrows
Zap Electro Spirit Musketeer
Zap Arrows Musketeer
Arrows
Mini P.E.K.K.A Musketeer
Arrows Zap Musketeer
Zap Arrows
Musketeer P.E.K.K.A
Zap Electro Spirit Musketeer
Zap Musketeer
Zap Musketeer
P.E.K.K.A

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