My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 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.

Missing

Investments

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

Royal Giant Musketeer Bowler Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

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.

Royal Giant Mini P.E.K.K.A

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.

Royal Giant Mini 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.

Mini P.E.K.K.A 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
Royal Giant Guards
Giant Snowball
Musketeer Guards
Zap
Royal Giant Guards
Barbarian Barrel
Musketeer Guards Electro Wizard
The Log
Royal Giant Mini P.E.K.K.A Musketeer Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Mini P.E.K.K.A Musketeer Guards Bowler Electro Wizard
Fireball
Musketeer Bowler Electro Wizard
Poison
Musketeer Guards Electro Wizard
Lightning
Mini P.E.K.K.A Musketeer Bowler Electro Wizard
Rocket
Musketeer Bowler

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 Bowler

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 Guards Bowler

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.

Royal Giant

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Arrows Guards Mini P.E.K.K.A Musketeer Electro Wizard Bowler Royal Giant

Shortest cycle

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

12 Zap Arrows Guards Mini P.E.K.K.A

Attack Synergies 3 16

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 Electro Wizard Royal Giant Mini P.E.K.K.A Musketeer Guards Bowler
Arrows
Zap Royal Giant Mini P.E.K.K.A Bowler
Royal Giant
Arrows Zap Musketeer Guards Bowler Electro Wizard
Mini P.E.K.K.A
Zap Arrows Musketeer Bowler Electro Wizard
Musketeer
Zap Royal Giant Mini P.E.K.K.A Bowler
Guards
Zap Royal Giant
Bowler
Zap Arrows Royal Giant Mini P.E.K.K.A Musketeer Electro Wizard
Electro Wizard
Zap Royal Giant Mini P.E.K.K.A Bowler

Defense Synergies 4 13

Zap
Mini P.E.K.K.A Electro Wizard Arrows Musketeer Guards Bowler
Arrows
Zap Mini P.E.K.K.A Bowler
Royal Giant
Mini P.E.K.K.A
Zap Electro Wizard Arrows Musketeer Guards Bowler
Musketeer
Guards Zap Mini P.E.K.K.A Bowler Electro Wizard
Guards
Musketeer Zap Mini P.E.K.K.A Electro Wizard
Bowler
Zap Arrows Mini P.E.K.K.A Musketeer Electro Wizard
Electro Wizard
Zap Mini P.E.K.K.A Musketeer Guards Bowler

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.

Bowler Zap Musketeer Electro Wizard
Mini P.E.K.K.A Zap Musketeer Electro Wizard
Mini P.E.K.K.A Bowler Musketeer Electro Wizard
Mini P.E.K.K.A Musketeer Guards Bowler Electro Wizard
Arrows Mini P.E.K.K.A Bowler
Arrows Bowler Zap Musketeer Guards Electro Wizard
Musketeer Electro Wizard Zap Arrows
Bowler Zap Arrows Musketeer Electro Wizard
Mini P.E.K.K.A Musketeer
Guards Mini P.E.K.K.A Musketeer Bowler Electro Wizard
Guards Electro Wizard Zap Arrows Musketeer Bowler
Arrows Musketeer Zap Electro Wizard
Mini P.E.K.K.A Bowler Zap Musketeer Guards Electro Wizard
Bowler Zap Arrows Mini P.E.K.K.A Guards Electro Wizard
Mini P.E.K.K.A Electro Wizard
Zap Mini P.E.K.K.A Bowler Electro Wizard
Arrows Mini P.E.K.K.A Musketeer Bowler Electro Wizard
Arrows Zap Musketeer Guards Bowler Electro Wizard
Zap Arrows Musketeer Guards Bowler Electro Wizard
Mini P.E.K.K.A Musketeer Electro Wizard
Bowler Arrows Mini P.E.K.K.A Musketeer Guards Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Zap Bowler Electro Wizard
Electro Wizard Zap Arrows Mini P.E.K.K.A Musketeer Bowler
Guards Zap Mini P.E.K.K.A Musketeer Bowler Electro Wizard
Mini P.E.K.K.A Guards Bowler Zap Musketeer Electro Wizard
Mini P.E.K.K.A Musketeer Guards Bowler
Arrows Zap Musketeer Electro Wizard
Mini P.E.K.K.A Guards Musketeer Bowler Electro Wizard
Mini P.E.K.K.A
Zap Electro Wizard Mini P.E.K.K.A
Musketeer Guards
Mini P.E.K.K.A Musketeer Guards Bowler
Zap Arrows Guards Bowler Electro Wizard
Mini P.E.K.K.A Bowler Guards
Musketeer Bowler
Guards Electro Wizard Zap Mini P.E.K.K.A Musketeer Bowler
Arrows Bowler Zap Mini P.E.K.K.A Musketeer Electro Wizard
Zap Arrows 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 Guards
Arrows Zap Musketeer Bowler Electro Wizard
Arrows
Arrows Musketeer Guards
Zap Arrows Bowler
Arrows Zap Musketeer
Arrows Musketeer Bowler
Arrows Zap Bowler
Arrows Zap
Mini P.E.K.K.A Musketeer Guards Bowler Electro Wizard
Zap Arrows Musketeer Bowler Electro Wizard
Zap Arrows Musketeer
Musketeer Bowler
Arrows Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer Bowler
Arrows Musketeer Bowler
Arrows
Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Musketeer Bowler Electro Wizard
Zap Arrows Bowler
Musketeer Bowler
Arrows
Musketeer Bowler
Zap Arrows Musketeer
Zap Arrows Bowler
Arrows Zap Musketeer Bowler Electro Wizard
Zap Arrows Musketeer Bowler
Zap Arrows Musketeer
Zap Arrows Musketeer Electro Wizard
Zap Electro Wizard Musketeer Guards
Mini P.E.K.K.A Bowler
Zap Arrows Musketeer
Zap Arrows Electro Wizard
Arrows Bowler
Zap Electro Wizard Musketeer Guards
Zap Arrows Musketeer Electro Wizard
Arrows
Mini P.E.K.K.A Musketeer Bowler Electro Wizard
Arrows Zap Musketeer Bowler
Zap Arrows
Musketeer
Zap Musketeer Guards Bowler Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer Bowler Electro Wizard
Bowler

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