My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Bats 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.

Bats Knight Musketeer P.E.K.K.A

Offensive cards

Win conditions

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

Mortar Goblin Barrel

Damage spells

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

The Log

Punishments

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

Mortar Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Goblin Barrel

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Knight Mortar 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.

Goblin Barrel

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 Goblin Barrel
Giant Snowball
Fire Spirit Bats Musketeer Goblin Barrel
Zap
Fire Spirit Bats Mortar Goblin Barrel
Barbarian Barrel
Fire Spirit Knight Mortar Musketeer Goblin Barrel
The Log
Fire Spirit Musketeer Goblin Barrel
Earthquake
Mortar Goblin Barrel
Arrows
Fire Spirit Bats Goblin Barrel
Royal Delivery
Fire Spirit Bats Knight Musketeer Goblin Barrel P.E.K.K.A
Fireball
Mortar Musketeer Goblin Barrel
Poison
Bats Mortar Musketeer
Lightning
Knight Mortar Musketeer
Rocket
Mortar Musketeer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Mortar 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.

Fire Spirit Bats Knight P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Goblin Barrel

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.

Fire Spirit Musketeer Goblin Barrel

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.

Fire Spirit Bats The Log Knight Goblin Barrel Mortar Musketeer P.E.K.K.A

Shortest cycle

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

8 Fire Spirit Bats The Log Knight

Attack Synergies 5 13

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.

Fire Spirit
P.E.K.K.A Knight Mortar Goblin Barrel
Bats
Knight Mortar Goblin Barrel P.E.K.K.A
Knight
Bats Mortar Musketeer Goblin Barrel Fire Spirit The Log
Mortar
Knight Fire Spirit Bats Musketeer The Log
Musketeer
Knight Mortar P.E.K.K.A The Log
Goblin Barrel
Knight Fire Spirit Bats P.E.K.K.A
P.E.K.K.A
Fire Spirit Bats Musketeer Goblin Barrel The Log
The Log
Knight Mortar Musketeer P.E.K.K.A

Defense Synergies 5 11

Fire Spirit
Knight P.E.K.K.A The Log
Bats
Knight Mortar Musketeer P.E.K.K.A The Log
Knight
Fire Spirit Bats Musketeer Mortar The Log
Mortar
Bats Knight Musketeer The Log
Musketeer
Knight The Log Bats Mortar P.E.K.K.A
Goblin Barrel
P.E.K.K.A
The Log Fire Spirit Bats Musketeer
The Log
Musketeer P.E.K.K.A Fire Spirit Bats Knight Mortar

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.

Knight Mortar Musketeer The Log
P.E.K.K.A Bats Knight Mortar Musketeer The Log
Mortar P.E.K.K.A Fire Spirit Bats Knight Musketeer
P.E.K.K.A Bats Knight Mortar Musketeer
P.E.K.K.A The Log
The Log Fire Spirit Bats Musketeer
Bats Musketeer Fire Spirit Mortar
Musketeer P.E.K.K.A The Log
P.E.K.K.A Mortar Musketeer
Knight Fire Spirit Musketeer
Bats Knight Musketeer The Log
Musketeer Bats
Mortar P.E.K.K.A Fire Spirit Bats Knight Musketeer The Log
Fire Spirit Bats Mortar P.E.K.K.A The Log
P.E.K.K.A Knight Mortar
Mortar P.E.K.K.A The Log
Bats Knight Mortar Musketeer P.E.K.K.A
Fire Spirit Mortar Bats Knight Musketeer The Log
Mortar The Log Fire Spirit Bats Knight Musketeer
P.E.K.K.A Mortar Musketeer
Fire Spirit Bats Knight Musketeer P.E.K.K.A The Log
P.E.K.K.A Mortar

Counters to secondary win conditions

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

Knight P.E.K.K.A
Knight Mortar Musketeer The Log
P.E.K.K.A Bats Knight Musketeer The Log
P.E.K.K.A Bats Knight Musketeer The Log
P.E.K.K.A Knight Musketeer
Fire Spirit Bats Musketeer
P.E.K.K.A Bats Knight Musketeer
P.E.K.K.A Knight
P.E.K.K.A Bats Knight Mortar The Log
P.E.K.K.A Musketeer
P.E.K.K.A Bats Knight Musketeer
P.E.K.K.A The Log
P.E.K.K.A Knight
Musketeer
Bats Knight Mortar Musketeer P.E.K.K.A The Log
Bats Musketeer P.E.K.K.A The Log
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.)

Knight Mortar Musketeer The Log
Mortar Musketeer The Log
The Log
Knight Musketeer The Log
Fire Spirit Mortar The Log
Fire Spirit Bats Musketeer
Fire Spirit Mortar Musketeer The Log
The Log Fire Spirit
The Log Mortar
Fire Spirit Bats Musketeer
Knight Mortar Musketeer The Log
Fire Spirit Musketeer
Fire Spirit Knight Mortar Musketeer The Log
Mortar Musketeer
Mortar Musketeer The Log
Mortar Musketeer The Log
Mortar Musketeer The Log
Mortar
Bats
Fire Spirit Mortar Musketeer The Log
Fire Spirit Mortar The Log
Musketeer The Log
Musketeer The Log
Mortar Musketeer The Log
The Log Fire Spirit Mortar
Mortar The Log Musketeer
Mortar Musketeer The Log
Mortar Musketeer The Log
Fire Spirit Bats Musketeer
Bats Musketeer
Mortar Musketeer The Log
P.E.K.K.A
The Log
Fire Spirit Bats Musketeer
Fire Spirit Musketeer
The Log
Knight Musketeer
The Log Mortar Musketeer
Musketeer P.E.K.K.A
Bats Musketeer The Log
Bats Musketeer
Mortar Musketeer The Log
P.E.K.K.A
Mortar

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