My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Musketeer P.E.K.K.A

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.

Zap Arrows

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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 Arrows Guards P.E.K.K.A

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

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.

Mirror Skeletons Bats Zap Arrows Guards Musketeer P.E.K.K.A

Shortest cycle

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

5 Mirror Skeletons Bats Zap

Attack Synergies 5 6

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
Zap P.E.K.K.A
Zap
Arrows Mirror P.E.K.K.A Bats Musketeer Guards
Arrows
Zap Mirror P.E.K.K.A
Musketeer
Zap Mirror P.E.K.K.A
Mirror
Zap Arrows Musketeer
Guards
Zap
P.E.K.K.A
Zap Arrows Bats Musketeer

Defense Synergies 4 13

Skeletons
Musketeer Bats Zap P.E.K.K.A
Bats
Skeletons Zap Musketeer P.E.K.K.A
Zap
Mirror Skeletons Bats Arrows Musketeer Guards P.E.K.K.A
Arrows
Mirror Zap P.E.K.K.A
Musketeer
Skeletons Guards Bats Zap Mirror P.E.K.K.A
Mirror
Zap Arrows Musketeer
Guards
Musketeer Zap
P.E.K.K.A
Skeletons Bats Zap Arrows Musketeer

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.

Zap Musketeer
P.E.K.K.A Skeletons Bats Zap Musketeer
P.E.K.K.A Skeletons Bats Musketeer
P.E.K.K.A Skeletons Bats Musketeer Guards
Arrows P.E.K.K.A
Arrows Skeletons Bats Zap Musketeer Guards
Bats Musketeer Zap Arrows
Zap Arrows Musketeer P.E.K.K.A
P.E.K.K.A Skeletons Musketeer
Guards Skeletons Musketeer
Bats Guards Skeletons Zap Arrows Musketeer
Arrows Musketeer Bats Zap
P.E.K.K.A Skeletons Bats Zap Musketeer Guards
Bats Zap Arrows Guards P.E.K.K.A
P.E.K.K.A
Zap P.E.K.K.A
Skeletons Bats Arrows Musketeer P.E.K.K.A
Arrows Bats Zap Musketeer Guards
Zap Arrows Bats Musketeer Guards
P.E.K.K.A Musketeer
Bats Arrows Musketeer Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Skeletons Zap P.E.K.K.A
Zap Arrows Musketeer
Guards P.E.K.K.A Skeletons Bats Zap Musketeer
Guards P.E.K.K.A Bats Zap Musketeer
P.E.K.K.A Skeletons Musketeer Guards
Arrows Skeletons Bats Zap Musketeer
Guards P.E.K.K.A Skeletons Bats Musketeer
P.E.K.K.A
Zap P.E.K.K.A Skeletons Bats
P.E.K.K.A Skeletons Musketeer Guards
P.E.K.K.A Bats Musketeer Guards
P.E.K.K.A Zap Arrows Guards
P.E.K.K.A Skeletons Guards
Musketeer
Guards Skeletons Bats Zap Musketeer P.E.K.K.A
Bats Arrows Zap Musketeer P.E.K.K.A
Zap 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 Guards
Arrows Zap Musketeer
Arrows
Arrows Musketeer Guards
Zap Arrows
Arrows Bats Zap Musketeer
Arrows Musketeer
Arrows Zap
Arrows Zap
Bats Musketeer Guards
Zap Arrows Musketeer
Zap Arrows Musketeer
Musketeer
Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Arrows Musketeer
Arrows
Bats
Zap Arrows Musketeer
Zap Arrows
Musketeer
Arrows
Musketeer
Zap Arrows Musketeer
Zap Arrows
Arrows Zap Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Bats Zap Arrows Musketeer
Zap Bats Musketeer Guards
Zap Arrows Musketeer
Zap Arrows
P.E.K.K.A
Arrows
Zap Bats Musketeer Guards
Zap Arrows Musketeer
Arrows
Musketeer
Arrows Zap Musketeer
Zap Arrows
Musketeer P.E.K.K.A
Zap Bats Musketeer Guards
Bats Zap Musketeer
Zap Musketeer
P.E.K.K.A

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