My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
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.

Musketeer Wizard

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.

Skeletons Musketeer Battle Ram Wizard Mega Knight

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

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 Battle Ram Mega Knight

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.

Barbarians Mini P.E.K.K.A Battle Ram Mega Knight

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

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
Skeletons Battle Ram
Giant Snowball
Skeletons Barbarians Musketeer Battle Ram
Zap
Skeletons Battle Ram
Barbarian Barrel
Skeletons Barbarians Musketeer Battle Ram Wizard
The Log
Skeletons Barbarians Mini P.E.K.K.A Musketeer Battle Ram
Earthquake
Skeletons Barbarians
Arrows
Skeletons
Royal Delivery
Skeletons Barbarians Mini P.E.K.K.A Musketeer Battle Ram Wizard
Fireball
Barbarians Musketeer Battle Ram Wizard
Poison
Barbarians Musketeer Wizard
Lightning
Mini P.E.K.K.A Musketeer Battle Ram Wizard
Rocket
Barbarians Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Mega Knight

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.

Arrows Mini P.E.K.K.A Battle Ram Mega Knight

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.

Barbarians Musketeer 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Mini P.E.K.K.A Musketeer Battle Ram Barbarians Wizard Mega Knight

Shortest cycle

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

12 Skeletons Arrows Mini P.E.K.K.A Musketeer

Attack Synergies 0 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.

Skeletons
Arrows
Mini P.E.K.K.A Battle Ram Mega Knight
Barbarians
Mini P.E.K.K.A
Arrows Musketeer Wizard Mega Knight
Musketeer
Mini P.E.K.K.A Battle Ram Mega Knight
Battle Ram
Arrows Musketeer
Wizard
Mini P.E.K.K.A Mega Knight
Mega Knight
Arrows Mini P.E.K.K.A Musketeer Wizard

Defense Synergies 2 8

Skeletons
Musketeer Mini P.E.K.K.A Wizard
Arrows
Mega Knight Barbarians Mini P.E.K.K.A
Barbarians
Arrows
Mini P.E.K.K.A
Skeletons Arrows Musketeer Wizard
Musketeer
Skeletons Mini P.E.K.K.A Mega Knight
Battle Ram
Wizard
Skeletons Mini P.E.K.K.A Mega Knight
Mega Knight
Arrows Musketeer Wizard

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.

Musketeer Wizard
Barbarians Mini P.E.K.K.A Skeletons Musketeer Mega Knight
Barbarians Mini P.E.K.K.A Mega Knight Skeletons Musketeer
Barbarians Mini P.E.K.K.A Skeletons Musketeer Mega Knight
Arrows Barbarians Mini P.E.K.K.A Mega Knight
Arrows Skeletons Musketeer Mega Knight
Musketeer Arrows Wizard
Arrows Barbarians Musketeer Mega Knight
Barbarians Mini P.E.K.K.A Skeletons Musketeer
Skeletons Barbarians Mini P.E.K.K.A Musketeer Mega Knight
Barbarians Skeletons Arrows Musketeer Wizard Mega Knight
Arrows Musketeer Wizard
Barbarians Mini P.E.K.K.A Mega Knight Skeletons Musketeer Wizard
Wizard Mega Knight Arrows Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Mega Knight
Barbarians Mini P.E.K.K.A Mega Knight
Barbarians Wizard Mega Knight Skeletons Arrows Mini P.E.K.K.A Musketeer
Arrows Mega Knight Barbarians Musketeer Wizard
Arrows Wizard Barbarians Musketeer Mega Knight
Barbarians Mini P.E.K.K.A Musketeer
Wizard Mega Knight Arrows Barbarians Mini P.E.K.K.A Musketeer

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Mega Knight Skeletons
Arrows Mini P.E.K.K.A Musketeer Wizard Mega Knight
Barbarians Mega Knight Skeletons Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Mega Knight Barbarians Musketeer
Barbarians Skeletons Mini P.E.K.K.A Musketeer Mega Knight
Arrows Wizard Skeletons Musketeer
Mini P.E.K.K.A Skeletons Barbarians Musketeer
Mini P.E.K.K.A Mega Knight Barbarians
Mega Knight Skeletons Barbarians Mini P.E.K.K.A
Skeletons Barbarians Musketeer
Mega Knight Barbarians Mini P.E.K.K.A Musketeer
Mega Knight Arrows Barbarians
Barbarians Mini P.E.K.K.A Mega Knight Skeletons Wizard
Wizard Barbarians Musketeer Mega Knight
Barbarians Skeletons Mini P.E.K.K.A Musketeer
Arrows Mega Knight Barbarians Mini P.E.K.K.A Musketeer Wizard
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 Musketeer
Arrows
Arrows Barbarians Musketeer
Wizard Arrows Mega Knight
Arrows Wizard Musketeer
Arrows Musketeer Wizard
Arrows Wizard
Arrows Wizard
Mini P.E.K.K.A Musketeer
Arrows Musketeer Wizard
Arrows Musketeer Wizard
Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Wizard
Arrows Musketeer Wizard Mega Knight
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Musketeer Wizard Mega Knight
Arrows Wizard Mega Knight
Musketeer Mega Knight
Arrows Wizard
Musketeer
Arrows Barbarians Musketeer
Arrows Wizard Mega Knight
Arrows Musketeer Wizard
Arrows Musketeer Wizard Mega Knight
Arrows Musketeer
Arrows Musketeer Wizard
Musketeer Wizard
Mini P.E.K.K.A
Arrows Musketeer Wizard Mega Knight
Arrows
Mega Knight
Arrows Wizard
Barbarians Musketeer
Arrows Musketeer Wizard
Arrows
Mini P.E.K.K.A Musketeer Wizard Mega Knight
Arrows Musketeer Wizard
Arrows
Musketeer Mega Knight
Musketeer
Musketeer
Musketeer Mega Knight
Wizard Mega Knight

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