My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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.

Minions Musketeer Ram Rider

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 Musketeer P.E.K.K.A Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elite Barbarians Ram Rider

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.

Elite Barbarians P.E.K.K.A Ram Rider

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.

Elite Barbarians Ram 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 Minions Elite Barbarians Clone Ram Rider
Giant Snowball
Skeletons Minions Musketeer Clone Ram Rider
Zap
Skeletons Minions Clone Ram Rider
Barbarian Barrel
Skeletons Elite Barbarians Musketeer Clone
The Log
Skeletons Elite Barbarians Musketeer Clone Ram Rider
Earthquake
Skeletons Clone
Arrows
Skeletons Minions Clone
Royal Delivery
Skeletons Minions Elite Barbarians Musketeer Clone P.E.K.K.A Ram Rider
Fireball
Minions Elite Barbarians Musketeer Clone Ram Rider
Poison
Minions Musketeer Clone
Lightning
Elite Barbarians Musketeer Ram Rider
Rocket
Elite Barbarians Musketeer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

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.

Clone 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.

Elite Barbarians 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.

Minions 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Minions Clone Fireball Musketeer Ram Rider Elite Barbarians P.E.K.K.A

Shortest cycle

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

11 Skeletons Minions Clone Fireball

Attack Synergies 0 9

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
Minions
Elite Barbarians Clone P.E.K.K.A Ram Rider
Elite Barbarians
Minions Fireball
Fireball
Elite Barbarians Ram Rider
Musketeer
P.E.K.K.A Ram Rider
Clone
Minions
P.E.K.K.A
Minions Musketeer Ram Rider
Ram Rider
Minions Fireball Musketeer P.E.K.K.A

Defense Synergies 1 11

Skeletons
Musketeer Minions Elite Barbarians P.E.K.K.A Ram Rider
Minions
Skeletons Musketeer P.E.K.K.A Ram Rider
Elite Barbarians
Skeletons
Fireball
Musketeer Ram Rider
Musketeer
Skeletons Minions Fireball P.E.K.K.A Ram Rider
Clone
P.E.K.K.A
Skeletons Minions Musketeer
Ram Rider
Skeletons Minions Fireball 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.

Minions Fireball Musketeer Ram Rider
Elite Barbarians P.E.K.K.A Skeletons Minions Musketeer Ram Rider
P.E.K.K.A Ram Rider Skeletons Minions Elite Barbarians Musketeer
Elite Barbarians P.E.K.K.A Skeletons Minions Musketeer Ram Rider
Elite Barbarians Fireball P.E.K.K.A
Fireball Skeletons Minions Musketeer
Minions Musketeer Ram Rider Fireball
Fireball Musketeer P.E.K.K.A Ram Rider
P.E.K.K.A Skeletons Minions Elite Barbarians Musketeer
Elite Barbarians Skeletons Musketeer
Minions Skeletons Fireball Musketeer Ram Rider
Minions Musketeer Fireball Ram Rider
P.E.K.K.A Skeletons Minions Elite Barbarians Fireball Musketeer Ram Rider
Fireball Minions P.E.K.K.A
Elite Barbarians P.E.K.K.A Ram Rider
Elite Barbarians Fireball P.E.K.K.A Ram Rider
Skeletons Minions Elite Barbarians Fireball Musketeer P.E.K.K.A
Fireball Minions Elite Barbarians Musketeer Ram Rider
Minions Fireball Musketeer Ram Rider
P.E.K.K.A Elite Barbarians Musketeer Ram Rider
Minions Elite Barbarians Fireball Musketeer P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Elite Barbarians Fireball P.E.K.K.A
Fireball Elite Barbarians Musketeer
P.E.K.K.A Skeletons Minions Elite Barbarians Musketeer Ram Rider
P.E.K.K.A Elite Barbarians Fireball Musketeer Ram Rider
P.E.K.K.A Skeletons Elite Barbarians Musketeer Ram Rider
Fireball Skeletons Minions Musketeer Ram Rider
P.E.K.K.A Skeletons Minions Elite Barbarians Fireball Musketeer Ram Rider
P.E.K.K.A Elite Barbarians
P.E.K.K.A Skeletons Minions Elite Barbarians Fireball
P.E.K.K.A Skeletons Musketeer
P.E.K.K.A Minions Elite Barbarians Musketeer
P.E.K.K.A Elite Barbarians Fireball
Elite Barbarians P.E.K.K.A Skeletons Fireball Ram Rider
Fireball Musketeer
Elite Barbarians Skeletons Minions Fireball Musketeer P.E.K.K.A
Minions Elite Barbarians Fireball Musketeer P.E.K.K.A
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 Musketeer
Fireball Musketeer Ram Rider
Fireball
Fireball Musketeer
Fireball
Fireball Minions Musketeer Ram Rider
Musketeer
Fireball Ram Rider
Fireball Ram Rider
Minions Elite Barbarians Fireball Musketeer
Fireball Musketeer Ram Rider
Fireball Musketeer
Elite Barbarians Fireball Musketeer
Minions Fireball Musketeer
Elite Barbarians Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball
Minions
Fireball Musketeer
Fireball
Minions Fireball Musketeer
Fireball
Musketeer
Fireball Musketeer
Fireball
Fireball Musketeer Ram Rider
Fireball Musketeer Ram Rider
Fireball Musketeer
Elite Barbarians Fireball Musketeer
Minions Fireball Musketeer
Elite Barbarians Fireball
Fireball Musketeer
Fireball
P.E.K.K.A
Fireball
Minions Fireball Musketeer
Fireball Musketeer Ram Rider
Fireball
Fireball Musketeer
Fireball Musketeer
Fireball
Elite Barbarians Musketeer P.E.K.K.A
Minions Elite Barbarians Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
P.E.K.K.A
Fireball

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