My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Bats Firecracker 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.

Skeletons Bats Firecracker Musketeer P.E.K.K.A Goblinstein

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.

Fireball The Log

Pump responses

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

Fireball

Dropped at the bridge

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

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.

Firecracker

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 Bats
Giant Snowball
Skeletons Bats Musketeer
Zap
Skeletons Bats Firecracker
Barbarian Barrel
Skeletons Firecracker Musketeer
The Log
Skeletons Firecracker Musketeer
Earthquake
Skeletons Firecracker
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Firecracker Musketeer P.E.K.K.A
Fireball
Firecracker Musketeer
Poison
Bats Firecracker Musketeer
Lightning
Musketeer Goblinstein
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Fireball The Log

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.

Bats 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.

Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats The Log Firecracker Fireball Musketeer Goblinstein P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats The Log Firecracker

Attack Synergies 0 7

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
Bats
Firecracker P.E.K.K.A
Firecracker
Bats P.E.K.K.A
Fireball
The Log
Musketeer
P.E.K.K.A The Log
P.E.K.K.A
Bats Firecracker Musketeer The Log
The Log
Fireball Musketeer P.E.K.K.A
Goblinstein

Defense Synergies 5 12

Skeletons
Musketeer Bats Firecracker P.E.K.K.A The Log
Bats
Skeletons Firecracker Musketeer P.E.K.K.A The Log
Firecracker
The Log Skeletons Bats Musketeer P.E.K.K.A
Fireball
The Log Musketeer
Musketeer
Skeletons The Log Bats Firecracker Fireball P.E.K.K.A
P.E.K.K.A
The Log Skeletons Bats Firecracker Musketeer
The Log
Firecracker Fireball Musketeer P.E.K.K.A Skeletons Bats
Goblinstein

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.

Firecracker Fireball Musketeer The Log
P.E.K.K.A Skeletons Bats Firecracker Musketeer The Log
P.E.K.K.A Skeletons Bats Musketeer
P.E.K.K.A Skeletons Bats Firecracker Musketeer
Firecracker Fireball P.E.K.K.A The Log
Fireball The Log Skeletons Bats Firecracker Musketeer
Bats Musketeer Firecracker Fireball
Fireball Musketeer P.E.K.K.A The Log
P.E.K.K.A Skeletons Musketeer
Skeletons Firecracker Musketeer
Bats Skeletons Firecracker Fireball Musketeer The Log
Musketeer Bats Firecracker Fireball
P.E.K.K.A Skeletons Bats Fireball Musketeer The Log
Fireball Bats Firecracker P.E.K.K.A The Log
P.E.K.K.A
Fireball P.E.K.K.A The Log
Skeletons Bats Firecracker Fireball Musketeer P.E.K.K.A
Fireball Bats Firecracker Musketeer The Log
The Log Bats Firecracker Fireball Musketeer
P.E.K.K.A Musketeer
Bats Firecracker Fireball Musketeer P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeletons Fireball P.E.K.K.A
Fireball Firecracker Musketeer The Log
P.E.K.K.A Skeletons Bats Musketeer The Log
P.E.K.K.A Bats Fireball Musketeer The Log
P.E.K.K.A Skeletons Musketeer
Firecracker Fireball Skeletons Bats Musketeer
P.E.K.K.A Skeletons Bats Fireball Musketeer
P.E.K.K.A
P.E.K.K.A Skeletons Bats Firecracker Fireball The Log
P.E.K.K.A Skeletons Musketeer
P.E.K.K.A Bats Musketeer
P.E.K.K.A Fireball The Log
P.E.K.K.A Skeletons Fireball
Firecracker Fireball Musketeer
Skeletons Bats Firecracker Fireball Musketeer P.E.K.K.A The Log
Bats Firecracker Fireball Musketeer P.E.K.K.A The Log
Fireball

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.)

Fireball Firecracker Musketeer The Log
Firecracker Fireball Musketeer The Log
Fireball The Log
Firecracker Fireball Musketeer The Log
Fireball Firecracker The Log
Firecracker Fireball Bats Musketeer
Firecracker Musketeer The Log
Fireball The Log Firecracker
Fireball The Log Firecracker
Bats Fireball Musketeer
Firecracker Fireball Musketeer The Log
Fireball Firecracker Musketeer
Firecracker Fireball Musketeer The Log
Firecracker Fireball Musketeer
Firecracker Fireball Musketeer The Log
Firecracker Fireball Musketeer The Log
Firecracker Fireball Musketeer The Log
Fireball
Bats
Firecracker Fireball Musketeer The Log
Firecracker Fireball The Log
Fireball Musketeer The Log
Fireball
Musketeer The Log
Fireball Musketeer The Log
Firecracker The Log Fireball
Firecracker Fireball The Log Musketeer
Fireball Musketeer The Log
Fireball Firecracker Musketeer The Log
Bats Firecracker Fireball Musketeer
Bats Firecracker Fireball Musketeer
Fireball
Fireball Musketeer The Log
Firecracker Fireball
P.E.K.K.A
Firecracker Fireball The Log
Bats Fireball Musketeer
Fireball Firecracker Musketeer
The Log Fireball
Fireball Firecracker Musketeer
The Log Firecracker Fireball Musketeer
Fireball
Firecracker Musketeer P.E.K.K.A
Bats Firecracker Fireball Musketeer The Log
Firecracker Bats Fireball Musketeer
Firecracker Fireball Musketeer The Log
P.E.K.K.A
Fireball Firecracker

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