My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Knight Musketeer Mega Knight

Offensive cards

Win conditions

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

Hog Rider

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 Hog Rider 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.

Knight Mini P.E.K.K.A Hog Rider 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 Hog 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
Skeletons Hog Rider
Giant Snowball
Skeletons Cannon Musketeer Hog Rider
Zap
Skeletons Cannon
Barbarian Barrel
Skeletons Knight Cannon Musketeer
The Log
Skeletons Cannon Mini P.E.K.K.A Musketeer Hog Rider
Earthquake
Skeletons Cannon Hog Rider
Arrows
Skeletons
Royal Delivery
Skeletons Knight Mini P.E.K.K.A Musketeer Hog Rider
Fireball
Cannon Musketeer Hog Rider
Poison
Cannon Musketeer
Lightning
Knight Cannon Mini P.E.K.K.A Musketeer
Rocket
Musketeer Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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 Knight Mini P.E.K.K.A 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.

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.

Skeletons Arrows Knight Cannon Mini P.E.K.K.A Musketeer Hog Rider Mega Knight

Shortest cycle

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

10 Skeletons Arrows Knight Cannon

Attack Synergies 4 8

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
Hog Rider Knight Mini P.E.K.K.A Mega Knight
Knight
Musketeer Hog Rider Arrows
Cannon
Mini P.E.K.K.A
Arrows Musketeer Hog Rider Mega Knight
Musketeer
Knight Hog Rider Mini P.E.K.K.A Mega Knight
Hog Rider
Arrows Knight Musketeer Mini P.E.K.K.A Mega Knight
Mega Knight
Arrows Mini P.E.K.K.A Musketeer Hog Rider

Defense Synergies 6 9

Skeletons
Cannon Musketeer Knight Mini P.E.K.K.A
Arrows
Mega Knight Knight Cannon Mini P.E.K.K.A
Knight
Cannon Musketeer Skeletons Arrows Mini P.E.K.K.A
Cannon
Skeletons Knight Musketeer Arrows Mini P.E.K.K.A
Mini P.E.K.K.A
Skeletons Arrows Knight Cannon Musketeer
Musketeer
Skeletons Knight Cannon Mini P.E.K.K.A Mega Knight
Hog Rider
Mega Knight
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.

Knight Cannon Musketeer
Mini P.E.K.K.A Skeletons Knight Cannon Musketeer Mega Knight
Cannon Mini P.E.K.K.A Mega Knight Skeletons Knight Musketeer
Cannon Mini P.E.K.K.A Skeletons Knight Musketeer Mega Knight
Arrows Mini P.E.K.K.A Mega Knight
Arrows Skeletons Cannon Musketeer Mega Knight
Musketeer Arrows Cannon
Arrows Cannon Musketeer Mega Knight
Cannon Mini P.E.K.K.A Skeletons Musketeer
Knight Skeletons Cannon Mini P.E.K.K.A Musketeer Mega Knight
Skeletons Arrows Knight Cannon Musketeer Mega Knight
Arrows Musketeer
Cannon Mini P.E.K.K.A Mega Knight Skeletons Knight Musketeer
Mega Knight Arrows Cannon Mini P.E.K.K.A
Mini P.E.K.K.A Knight Cannon Mega Knight
Cannon Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Arrows Knight Cannon Mini P.E.K.K.A Musketeer
Arrows Cannon Mega Knight Knight Musketeer
Arrows Knight Cannon Musketeer Mega Knight
Mini P.E.K.K.A Cannon Musketeer
Mega Knight Arrows Knight Cannon 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.

Knight Mini P.E.K.K.A Mega Knight Skeletons
Arrows Knight Mini P.E.K.K.A Musketeer Mega Knight
Mega Knight Skeletons Knight Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Mega Knight Knight Musketeer
Skeletons Knight Cannon Mini P.E.K.K.A Musketeer Mega Knight
Arrows Skeletons Musketeer
Mini P.E.K.K.A Skeletons Knight Musketeer
Mini P.E.K.K.A Mega Knight Knight
Mega Knight Skeletons Knight Mini P.E.K.K.A
Skeletons Cannon Musketeer
Mega Knight Knight Mini P.E.K.K.A Musketeer
Mega Knight Arrows
Mini P.E.K.K.A Mega Knight Skeletons Knight Cannon
Cannon Musketeer Mega Knight
Skeletons Knight Mini P.E.K.K.A Musketeer
Arrows Mega Knight Cannon Mini P.E.K.K.A Musketeer
Arrows Cannon

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 Knight Musketeer
Arrows Musketeer
Arrows
Arrows Knight Musketeer
Arrows Mega Knight
Arrows Musketeer
Arrows Musketeer
Arrows
Arrows
Mini P.E.K.K.A Musketeer
Arrows Knight Musketeer
Arrows Musketeer
Knight Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer Mega Knight
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Musketeer Mega Knight
Arrows Mega Knight
Musketeer Mega Knight
Arrows
Musketeer
Arrows Musketeer
Arrows Mega Knight
Arrows Musketeer
Arrows Musketeer Mega Knight
Arrows Musketeer
Arrows Musketeer
Musketeer
Mini P.E.K.K.A
Arrows Musketeer Mega Knight
Arrows
Mega Knight
Arrows
Musketeer
Arrows Musketeer
Arrows
Knight Mini P.E.K.K.A Musketeer Mega Knight
Arrows Musketeer
Arrows
Musketeer Mega Knight
Musketeer
Musketeer
Musketeer Mega Knight
Mega Knight

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