My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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 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.

Musketeer Witch

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 Witch 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.

Fireball

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.

Electro Spirit Knight 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.

Electro Spirit

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball

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.

Electro Spirit Knight 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 Witch

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Knight Cannon Fireball Musketeer Witch P.E.K.K.A

Shortest cycle

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

8 Skeletons Electro Spirit Knight Cannon

Attack Synergies 1 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
Electro Spirit
Fireball P.E.K.K.A
Knight
Musketeer Fireball Witch
Cannon
Fireball
Electro Spirit Knight
Musketeer
Knight P.E.K.K.A
Witch
Knight P.E.K.K.A
P.E.K.K.A
Electro Spirit Musketeer Witch

Defense Synergies 5 10

Skeletons
Cannon Musketeer Electro Spirit Knight Witch P.E.K.K.A
Electro Spirit
Skeletons
Knight
Cannon Musketeer Skeletons Fireball Witch
Cannon
Skeletons Knight Musketeer Fireball Witch
Fireball
Knight Cannon Musketeer
Musketeer
Skeletons Knight Cannon Fireball P.E.K.K.A
Witch
Skeletons Knight Cannon
P.E.K.K.A
Skeletons 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 Fireball Musketeer
P.E.K.K.A Skeletons Knight Cannon Musketeer Witch
Cannon Witch P.E.K.K.A Skeletons Knight Musketeer
Cannon Witch P.E.K.K.A Skeletons Knight Musketeer
Fireball P.E.K.K.A
Fireball Skeletons Electro Spirit Cannon Musketeer
Musketeer Electro Spirit Cannon Fireball Witch
Electro Spirit Cannon Fireball Musketeer P.E.K.K.A
Cannon Witch P.E.K.K.A Skeletons Musketeer
Knight Skeletons Cannon Musketeer
Witch Skeletons Electro Spirit Knight Cannon Fireball Musketeer
Musketeer Fireball Witch
Cannon P.E.K.K.A Skeletons Knight Fireball Musketeer Witch
Fireball Electro Spirit Cannon Witch P.E.K.K.A
P.E.K.K.A Knight Cannon
Cannon Fireball P.E.K.K.A
Skeletons Knight Cannon Fireball Musketeer Witch P.E.K.K.A
Cannon Fireball Electro Spirit Knight Musketeer Witch
Witch Electro Spirit Knight Cannon Fireball Musketeer
P.E.K.K.A Cannon Musketeer
Electro Spirit Knight Cannon Fireball Musketeer Witch P.E.K.K.A
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Knight Skeletons Fireball Witch P.E.K.K.A
Fireball Knight Musketeer
P.E.K.K.A Skeletons Knight Musketeer Witch
P.E.K.K.A Knight Fireball Musketeer
P.E.K.K.A Skeletons Knight Cannon Musketeer Witch
Fireball Skeletons Electro Spirit Musketeer Witch
P.E.K.K.A Skeletons Knight Fireball Musketeer Witch
P.E.K.K.A Knight
P.E.K.K.A Skeletons Electro Spirit Knight Fireball Witch
Witch P.E.K.K.A Skeletons Cannon Musketeer
P.E.K.K.A Knight Musketeer Witch
P.E.K.K.A Fireball
P.E.K.K.A Skeletons Knight Cannon Fireball Witch
Cannon Fireball Musketeer Witch
Witch Skeletons Electro Spirit Knight Fireball Musketeer P.E.K.K.A
Electro Spirit Cannon Fireball Musketeer Witch P.E.K.K.A
Electro Spirit Cannon 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 Knight Musketeer
Fireball Musketeer
Fireball
Knight Fireball Musketeer
Fireball
Fireball Electro Spirit Musketeer Witch
Musketeer Witch
Fireball
Fireball
Fireball Musketeer
Knight Fireball Musketeer
Fireball Musketeer
Knight Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer Witch
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball Witch
Fireball Musketeer
Fireball
Musketeer
Fireball Musketeer
Electro Spirit Fireball Witch
Witch
Fireball Musketeer Witch
Fireball Musketeer Witch
Fireball Musketeer
Fireball Musketeer Witch
Electro Spirit Fireball Musketeer Witch
Fireball
Fireball Musketeer
Electro Spirit Fireball
P.E.K.K.A
Fireball
Electro Spirit Fireball Musketeer Witch
Fireball Musketeer Witch
Fireball
Fireball Knight Musketeer
Fireball Musketeer
Fireball
Musketeer P.E.K.K.A
Electro Spirit Fireball Musketeer Witch
Fireball Musketeer Witch
Fireball Musketeer Witch
P.E.K.K.A
Fireball

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