My Best Clash Royale Deck

Deck Check Rating

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

2 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!

Similar decks

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.

Missing

Investments

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

Musketeer Valkyrie Mega Knight Goblinstein

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.

Zap 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.

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

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 Valkyrie 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 Mini P.E.K.K.A Valkyrie 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Mini P.E.K.K.A Musketeer Valkyrie Hog Rider Goblinstein Mega Knight

Shortest cycle

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

13 Zap Arrows Mini P.E.K.K.A Musketeer

Attack Synergies 6 12

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.

Zap
Arrows Hog Rider Mini P.E.K.K.A Musketeer Valkyrie Mega Knight
Arrows
Zap Hog Rider Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Zap Arrows Musketeer Valkyrie Hog Rider Mega Knight
Musketeer
Valkyrie Hog Rider Zap Mini P.E.K.K.A Mega Knight
Valkyrie
Musketeer Hog Rider Zap Mini P.E.K.K.A
Hog Rider
Zap Arrows Musketeer Valkyrie Mini P.E.K.K.A Mega Knight
Mega Knight
Zap Arrows Mini P.E.K.K.A Musketeer Hog Rider
Goblinstein

Defense Synergies 4 8

Zap
Mini P.E.K.K.A Mega Knight Arrows Musketeer Valkyrie
Arrows
Mega Knight Zap Mini P.E.K.K.A Valkyrie
Mini P.E.K.K.A
Zap Arrows Musketeer Valkyrie
Musketeer
Valkyrie Zap Mini P.E.K.K.A Mega Knight
Valkyrie
Musketeer Zap Arrows Mini P.E.K.K.A
Hog Rider
Mega Knight
Zap Arrows Musketeer
Goblinstein

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

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

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