My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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.

Bats Wizard Three Musketeers

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 Giant Wizard Three Musketeers

Offensive cards

Win conditions

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

Hog Rider Giant Three Musketeers Miner

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 Hog Rider Giant Miner

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 Hog Rider Giant

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 Hog Rider Miner

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 Hog Rider Giant Three Musketeers Miner
Giant Snowball
Skeletons Bats Hog Rider Three Musketeers Miner
Zap
Skeletons Bats Three Musketeers
Barbarian Barrel
Skeletons Wizard Three Musketeers
The Log
Skeletons Mini P.E.K.K.A Hog Rider Three Musketeers
Earthquake
Skeletons Hog Rider
Arrows
Skeletons Bats
Royal Delivery
Skeletons Bats Mini P.E.K.K.A Hog Rider Wizard Three Musketeers Miner
Fireball
Hog Rider Wizard Three Musketeers
Poison
Bats Wizard Three Musketeers
Lightning
Mini P.E.K.K.A Wizard Three Musketeers
Rocket
Hog Rider Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Mini 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.

Wizard Three Musketeers

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 Miner Mini P.E.K.K.A Hog Rider Giant Wizard Three Musketeers

Shortest cycle

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

10 Skeletons Bats Miner Mini P.E.K.K.A

Attack Synergies 5 10

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
Hog Rider Giant Miner Mini P.E.K.K.A
Mini P.E.K.K.A
Giant Bats Hog Rider Wizard
Hog Rider
Bats Mini P.E.K.K.A Giant Wizard Three Musketeers
Giant
Bats Mini P.E.K.K.A Miner Hog Rider Wizard Three Musketeers
Wizard
Mini P.E.K.K.A Hog Rider Giant Miner
Three Musketeers
Hog Rider Giant Miner
Miner
Bats Giant Wizard Three Musketeers

Defense Synergies 0 5

Skeletons
Bats Mini P.E.K.K.A Wizard
Bats
Skeletons Mini P.E.K.K.A
Mini P.E.K.K.A
Skeletons Bats Wizard
Hog Rider
Giant
Wizard
Skeletons Mini P.E.K.K.A
Three Musketeers
Miner

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.

Wizard
Mini P.E.K.K.A Skeletons Bats Three Musketeers
Mini P.E.K.K.A Three Musketeers Skeletons Bats
Mini P.E.K.K.A Three Musketeers Skeletons Bats
Mini P.E.K.K.A
Skeletons Bats
Bats Three Musketeers Wizard
Mini P.E.K.K.A Three Musketeers Skeletons
Skeletons Mini P.E.K.K.A Miner
Bats Skeletons Wizard
Three Musketeers Bats Wizard
Mini P.E.K.K.A Skeletons Bats Wizard Three Musketeers
Wizard Three Musketeers Bats Mini P.E.K.K.A
Mini P.E.K.K.A Three Musketeers
Mini P.E.K.K.A Three Musketeers
Wizard Three Musketeers Skeletons Bats Mini P.E.K.K.A
Bats Wizard Three Musketeers
Wizard Bats
Mini P.E.K.K.A Three Musketeers
Wizard Bats Mini 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 Skeletons
Mini P.E.K.K.A Wizard Miner
Skeletons Bats Mini P.E.K.K.A
Mini P.E.K.K.A Bats
Skeletons Mini P.E.K.K.A Three Musketeers
Wizard Skeletons Bats Three Musketeers
Mini P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A
Skeletons Bats Mini P.E.K.K.A
Skeletons Three Musketeers
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Skeletons Wizard Three Musketeers
Wizard Three Musketeers
Skeletons Bats Mini P.E.K.K.A Three Musketeers
Bats Mini P.E.K.K.A 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.)

Miner
Miner
Wizard
Wizard Bats
Wizard
Wizard
Miner Wizard
Bats Mini P.E.K.K.A Three Musketeers
Miner Wizard
Wizard
Three Musketeers Miner
Wizard Three Musketeers
Wizard Three Musketeers
Three Musketeers
Bats Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Three Musketeers
Wizard Miner
Wizard
Wizard
Miner Wizard
Wizard Miner
Miner
Bats Wizard
Bats Wizard
Mini P.E.K.K.A
Wizard Miner
Wizard
Bats
Wizard Three Musketeers
Miner Mini P.E.K.K.A Wizard Three Musketeers
Wizard
Three Musketeers
Bats
Bats
Miner
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: