My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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 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!

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.

Cannon

Investments

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

Bomber Musketeer 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.

Zap Arrows 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.

P.E.K.K.A

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
Bomber Guards
Giant Snowball
Bomber Cannon Musketeer Guards
Zap
Bomber Cannon Guards
Barbarian Barrel
Bomber Cannon Musketeer Guards
The Log
Bomber Cannon Musketeer Guards
Earthquake
Bomber Cannon Guards
Arrows
Bomber Guards
Royal Delivery
Bomber Musketeer Guards P.E.K.K.A
Fireball
Bomber Cannon Musketeer
Poison
Bomber Cannon Musketeer Guards
Lightning
Cannon Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Arrows 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.

Arrows Guards 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

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.

Bomber Zap Arrows Cannon Guards Fireball Musketeer P.E.K.K.A

Shortest cycle

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

10 Bomber Zap Arrows Cannon

Attack Synergies 5 5

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.

Bomber
Zap P.E.K.K.A
Zap
Arrows Fireball P.E.K.K.A Bomber Musketeer Guards
Arrows
Zap Fireball P.E.K.K.A
Cannon
Fireball
Zap Arrows
Musketeer
Zap P.E.K.K.A
Guards
Zap
P.E.K.K.A
Zap Arrows Bomber Musketeer

Defense Synergies 4 15

Bomber
Zap Cannon Guards P.E.K.K.A
Zap
Cannon Fireball Bomber Arrows Musketeer Guards P.E.K.K.A
Arrows
Zap Cannon Fireball P.E.K.K.A
Cannon
Zap Musketeer Bomber Arrows Fireball Guards
Fireball
Zap Arrows Cannon Musketeer
Musketeer
Cannon Guards Zap Fireball P.E.K.K.A
Guards
Musketeer Bomber Zap Cannon
P.E.K.K.A
Bomber Zap Arrows 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.

Bomber Zap Cannon Fireball Musketeer
P.E.K.K.A Zap Cannon Musketeer
Cannon P.E.K.K.A Bomber Musketeer
Cannon P.E.K.K.A Musketeer Guards
Bomber Arrows Fireball P.E.K.K.A
Arrows Fireball Bomber Zap Cannon Musketeer Guards
Musketeer Zap Arrows Cannon Fireball
Zap Arrows Cannon Fireball Musketeer P.E.K.K.A
Cannon P.E.K.K.A Musketeer
Guards Bomber Cannon Musketeer
Guards Bomber Zap Arrows Cannon Fireball Musketeer
Arrows Musketeer Zap Fireball
Cannon P.E.K.K.A Bomber Zap Fireball Musketeer Guards
Bomber Fireball Zap Arrows Cannon Guards P.E.K.K.A
P.E.K.K.A Cannon
Zap Cannon Fireball P.E.K.K.A
Bomber Arrows Cannon Fireball Musketeer P.E.K.K.A
Arrows Cannon Fireball Bomber Zap Musketeer Guards
Zap Arrows Bomber Cannon Fireball Musketeer Guards
P.E.K.K.A Cannon Musketeer
Bomber Arrows Cannon Fireball Musketeer Guards 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.

Guards Zap Fireball P.E.K.K.A
Fireball Bomber Zap Arrows Musketeer
Guards P.E.K.K.A Zap Musketeer
Guards P.E.K.K.A Zap Fireball Musketeer
P.E.K.K.A Cannon Musketeer Guards
Arrows Fireball Zap Musketeer
Guards P.E.K.K.A Fireball Musketeer
P.E.K.K.A
Zap P.E.K.K.A Fireball
P.E.K.K.A Cannon Musketeer Guards
P.E.K.K.A Musketeer Guards
P.E.K.K.A Zap Arrows Fireball Guards
P.E.K.K.A Cannon Fireball Guards
Bomber Cannon Fireball Musketeer
Guards Bomber Zap Fireball Musketeer P.E.K.K.A
Arrows Bomber Zap Cannon Fireball Musketeer P.E.K.K.A
Bomber Zap Arrows 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 Arrows Musketeer Guards
Arrows Fireball Zap Musketeer
Arrows Fireball
Arrows Fireball Musketeer Guards
Bomber Fireball Zap Arrows
Arrows Fireball Zap Musketeer
Bomber Arrows Musketeer
Arrows Fireball Zap
Arrows Fireball Zap
Fireball Musketeer Guards
Zap Arrows Fireball Musketeer
Fireball Zap Arrows Musketeer
Fireball Musketeer
Arrows Fireball Musketeer
Zap Arrows Fireball Musketeer
Bomber Zap Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Bomber
Bomber Zap Arrows Fireball Musketeer
Bomber Zap Arrows Fireball
Fireball Musketeer
Arrows Fireball
Musketeer
Zap Arrows Fireball Musketeer
Zap Arrows Bomber Fireball
Arrows Fireball Zap Musketeer
Fireball Zap Arrows Musketeer
Fireball Zap Arrows Musketeer
Zap Arrows Fireball Musketeer
Zap Fireball Musketeer Guards
Fireball
Bomber Zap Arrows Fireball Musketeer
Zap Arrows Fireball
P.E.K.K.A
Arrows Fireball
Zap Fireball Musketeer Guards
Fireball Zap Arrows Musketeer
Arrows Fireball
Fireball Musketeer
Arrows Bomber Zap Fireball Musketeer
Zap Arrows Fireball
Musketeer P.E.K.K.A
Zap Fireball Musketeer Guards
Zap Fireball Musketeer
Zap Fireball Musketeer
P.E.K.K.A
Fireball

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