My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Mega Minion Musketeer Electro Wizard Magic Archer Ram Rider

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.

Mega Minion Musketeer P.E.K.K.A Electro Wizard Magic Archer Ram Rider

Offensive cards

Win conditions

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

Miner Ram 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.

Mini P.E.K.K.A Miner Ram Rider

Pump responses

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

Miner

Dropped at the bridge

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

Mini P.E.K.K.A P.E.K.K.A Magic Archer Ram Rider

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.

Mini P.E.K.K.A Miner Electro Wizard Magic Archer Ram 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
Miner Ram Rider
Giant Snowball
Mega Minion Musketeer Miner Ram Rider
Zap
Ram Rider
Barbarian Barrel
Musketeer Electro Wizard Magic Archer
The Log
Mini P.E.K.K.A Musketeer Ram Rider
Earthquake
Arrows
Royal Delivery
Mega Minion Mini P.E.K.K.A Musketeer P.E.K.K.A Miner Electro Wizard Magic Archer Ram Rider
Fireball
Mega Minion Musketeer Electro Wizard Magic Archer Ram Rider
Poison
Mega Minion Musketeer Electro Wizard Magic Archer
Lightning
Mega Minion Mini P.E.K.K.A Musketeer Electro Wizard Magic Archer Ram Rider
Rocket
Musketeer Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Magic Archer

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.

Mega Minion Mini P.E.K.K.A P.E.K.K.A Miner

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 Electro Wizard

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.

Mega Minion Miner Mini P.E.K.K.A Musketeer Electro Wizard Magic Archer Ram Rider P.E.K.K.A

Shortest cycle

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

14 Mega Minion Miner Mini P.E.K.K.A Musketeer

Attack Synergies 3 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.

Mega Minion
Miner
Mini P.E.K.K.A
Musketeer Electro Wizard Magic Archer Ram Rider
Musketeer
Mini P.E.K.K.A P.E.K.K.A Miner Ram Rider
P.E.K.K.A
Electro Wizard Magic Archer Musketeer Ram Rider
Miner
Mega Minion Musketeer Electro Wizard Magic Archer
Electro Wizard
P.E.K.K.A Mini P.E.K.K.A Miner Magic Archer Ram Rider
Magic Archer
P.E.K.K.A Ram Rider Mini P.E.K.K.A Miner Electro Wizard
Ram Rider
Magic Archer Mini P.E.K.K.A Musketeer P.E.K.K.A Electro Wizard

Defense Synergies 1 14

Mega Minion
Musketeer Miner Electro Wizard
Mini P.E.K.K.A
Electro Wizard Musketeer Magic Archer Ram Rider
Musketeer
Mega Minion Mini P.E.K.K.A P.E.K.K.A Miner Electro Wizard Ram Rider
P.E.K.K.A
Musketeer Electro Wizard
Miner
Mega Minion Musketeer
Electro Wizard
Mini P.E.K.K.A Mega Minion Musketeer P.E.K.K.A Magic Archer Ram Rider
Magic Archer
Mini P.E.K.K.A Electro Wizard Ram Rider
Ram Rider
Mini P.E.K.K.A Musketeer Electro Wizard Magic Archer

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.

Mega Minion Musketeer Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A P.E.K.K.A Mega Minion Musketeer Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A Ram Rider Mega Minion Musketeer Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Mega Minion Musketeer Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A
Mega Minion Musketeer Electro Wizard Magic Archer
Mega Minion Musketeer Electro Wizard Ram Rider Magic Archer
Musketeer P.E.K.K.A Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A P.E.K.K.A Musketeer
Mini P.E.K.K.A Musketeer Miner Electro Wizard
Electro Wizard Mega Minion Musketeer Magic Archer Ram Rider
Mega Minion Musketeer Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A P.E.K.K.A Musketeer Electro Wizard Ram Rider
Mega Minion Mini P.E.K.K.A P.E.K.K.A Electro Wizard Magic Archer
Mini P.E.K.K.A P.E.K.K.A Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A Electro Wizard Ram Rider
Mini P.E.K.K.A Musketeer P.E.K.K.A Electro Wizard
Mega Minion Musketeer Electro Wizard Magic Archer Ram Rider
Mega Minion Musketeer Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A P.E.K.K.A Musketeer Electro Wizard Ram Rider
Mini P.E.K.K.A Musketeer P.E.K.K.A Electro Wizard
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 P.E.K.K.A Electro Wizard
Electro Wizard Mega Minion Mini P.E.K.K.A Musketeer Miner Magic Archer
P.E.K.K.A Mini P.E.K.K.A Musketeer Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A Musketeer Electro Wizard Ram Rider
P.E.K.K.A Mini P.E.K.K.A Musketeer Ram Rider
Musketeer Electro Wizard Magic Archer Ram Rider
Mini P.E.K.K.A P.E.K.K.A Mega Minion Musketeer Electro Wizard Ram Rider
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Electro Wizard Mega Minion Mini P.E.K.K.A Magic Archer
P.E.K.K.A Mega Minion Musketeer
P.E.K.K.A Mega Minion Mini P.E.K.K.A Musketeer
P.E.K.K.A Electro Wizard
Mini P.E.K.K.A P.E.K.K.A Ram Rider
Musketeer Magic Archer
Electro Wizard Mega Minion Mini P.E.K.K.A Musketeer P.E.K.K.A Magic Archer
Mega Minion Mini P.E.K.K.A Musketeer P.E.K.K.A Electro Wizard Magic Archer
Electro Wizard

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.)

Magic Archer Musketeer
Musketeer Miner Electro Wizard Magic Archer Ram Rider
Miner Magic Archer
Musketeer
Magic Archer
Mega Minion Musketeer Magic Archer Ram Rider
Musketeer Magic Archer
Magic Archer Ram Rider
Miner Ram Rider
Mini P.E.K.K.A Musketeer Electro Wizard
Miner Musketeer Electro Wizard Magic Archer Ram Rider
Musketeer Magic Archer
Musketeer Miner Magic Archer
Musketeer Magic Archer
Musketeer Magic Archer
Musketeer Magic Archer
Magic Archer Musketeer
Mini P.E.K.K.A
Mega Minion Mini P.E.K.K.A Musketeer Electro Wizard Magic Archer
Miner Magic Archer
Musketeer Magic Archer
Musketeer
Musketeer
Magic Archer
Mega Minion
Miner Musketeer Electro Wizard Magic Archer Ram Rider
Musketeer Miner Magic Archer Ram Rider
Miner Musketeer Magic Archer
Musketeer Electro Wizard Magic Archer
Electro Wizard Mega Minion Musketeer
Mega Minion Mini P.E.K.K.A
Musketeer Miner Magic Archer
Electro Wizard Magic Archer
P.E.K.K.A
Magic Archer
Electro Wizard Musketeer Magic Archer
Mega Minion Musketeer Electro Wizard Magic Archer Ram Rider
Miner Mega Minion Mini P.E.K.K.A Musketeer Electro Wizard Magic Archer
Musketeer Magic Archer
Mega Minion Musketeer P.E.K.K.A
Musketeer Electro Wizard Magic Archer
Musketeer Electro Wizard Magic Archer
Musketeer Miner Electro Wizard Magic Archer
P.E.K.K.A

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