My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Musketeer Electro Wizard

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 Musketeer Battle Ram P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Arrows

Punishments

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

Battle Ram

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.

Battle Ram 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 Wizard

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 Battle Ram
Giant Snowball
Skeletons Cannon Musketeer Battle Ram
Zap
Skeletons Cannon Battle Ram
Barbarian Barrel
Skeletons Cannon Musketeer Battle Ram Electro Wizard
The Log
Skeletons Cannon Musketeer Battle Ram
Earthquake
Skeletons Cannon
Arrows
Skeletons
Royal Delivery
Skeletons Musketeer Battle Ram P.E.K.K.A Electro Wizard
Fireball
Cannon Musketeer Battle Ram Electro Wizard
Poison
Cannon Musketeer Electro Wizard
Lightning
Cannon Musketeer Battle Ram Electro Wizard
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.

Arrows Battle Ram 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 Electro Wizard

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 Zap Arrows Cannon Musketeer Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Arrows Cannon

Attack Synergies 6 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
Zap
Arrows Battle Ram P.E.K.K.A Electro Wizard Musketeer
Arrows
Zap P.E.K.K.A Battle Ram
Cannon
Musketeer
Zap Battle Ram P.E.K.K.A
Battle Ram
Zap Arrows Musketeer P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Arrows Electro Wizard Musketeer Battle Ram
Electro Wizard
Zap P.E.K.K.A Battle Ram

Defense Synergies 5 12

Skeletons
Cannon Musketeer Zap P.E.K.K.A Electro Wizard
Zap
Cannon Electro Wizard Skeletons Arrows Musketeer P.E.K.K.A
Arrows
Zap Cannon P.E.K.K.A
Cannon
Skeletons Zap Musketeer Arrows Electro Wizard
Musketeer
Skeletons Cannon Zap P.E.K.K.A Electro Wizard
Battle Ram
P.E.K.K.A
Skeletons Zap Arrows Musketeer Electro Wizard
Electro Wizard
Zap Skeletons Cannon Musketeer P.E.K.K.A

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 Cannon Musketeer Electro Wizard
P.E.K.K.A Skeletons Zap Cannon Musketeer Electro Wizard
Cannon P.E.K.K.A Skeletons Musketeer Electro Wizard
Cannon P.E.K.K.A Skeletons Musketeer Electro Wizard
Arrows P.E.K.K.A
Arrows Skeletons Zap Cannon Musketeer Electro Wizard
Musketeer Electro Wizard Zap Arrows Cannon
Zap Arrows Cannon Musketeer P.E.K.K.A Electro Wizard
Cannon P.E.K.K.A Skeletons Musketeer
Skeletons Cannon Musketeer Electro Wizard
Electro Wizard Skeletons Zap Arrows Cannon Musketeer
Arrows Musketeer Zap Electro Wizard
Cannon P.E.K.K.A Skeletons Zap Musketeer Electro Wizard
Zap Arrows Cannon P.E.K.K.A Electro Wizard
P.E.K.K.A Cannon Electro Wizard
Zap Cannon P.E.K.K.A Electro Wizard
Skeletons Arrows Cannon Musketeer P.E.K.K.A Electro Wizard
Arrows Cannon Zap Musketeer Electro Wizard
Zap Arrows Cannon Musketeer Electro Wizard
P.E.K.K.A Cannon Musketeer Electro Wizard
Arrows Cannon Musketeer P.E.K.K.A Electro Wizard
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Arrows Musketeer
P.E.K.K.A Skeletons Zap Musketeer Electro Wizard
P.E.K.K.A Zap Musketeer Electro Wizard
P.E.K.K.A Skeletons Cannon Musketeer
Arrows Skeletons Zap Musketeer Electro Wizard
P.E.K.K.A Skeletons Musketeer Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Skeletons
P.E.K.K.A Skeletons Cannon Musketeer
P.E.K.K.A Musketeer
P.E.K.K.A Zap Arrows Electro Wizard
P.E.K.K.A Skeletons Cannon
Cannon Musketeer
Electro Wizard Skeletons Zap Musketeer P.E.K.K.A
Arrows Zap Cannon Musketeer P.E.K.K.A Electro Wizard
Zap Arrows Cannon Electro 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.)

Arrows Musketeer
Arrows Zap Musketeer Electro Wizard
Arrows
Arrows Musketeer
Zap Arrows
Arrows Zap Musketeer
Arrows Musketeer
Arrows Zap
Arrows Zap
Musketeer Electro Wizard
Zap Arrows Musketeer Electro Wizard
Zap Arrows Musketeer
Musketeer
Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer
Arrows Musketeer
Arrows
Zap Arrows Musketeer Electro Wizard
Zap Arrows
Musketeer
Arrows
Musketeer
Zap Arrows Musketeer
Zap Arrows
Arrows Zap Musketeer Electro Wizard
Zap Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer Electro Wizard
Zap Electro Wizard Musketeer
Zap Arrows Musketeer
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard Musketeer
Zap Arrows Musketeer Electro Wizard
Arrows
Musketeer Electro Wizard
Arrows Zap Musketeer
Zap Arrows
Musketeer P.E.K.K.A
Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard
P.E.K.K.A

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