My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Musketeer Magic Archer

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.

Musketeer Battle Ram P.E.K.K.A Bandit Magic Archer

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 Fireball

Punishments

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

Battle Ram Bandit

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.

Battle Ram P.E.K.K.A Bandit Magic Archer

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.

Bandit Magic Archer

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
Battle Ram Bandit
Giant Snowball
Cannon Musketeer Battle Ram
Zap
Cannon Battle Ram Bandit
Barbarian Barrel
Cannon Musketeer Battle Ram Bandit Magic Archer
The Log
Cannon Musketeer Battle Ram Bandit
Earthquake
Cannon
Arrows
Royal Delivery
Musketeer Battle Ram P.E.K.K.A Bandit Magic Archer
Fireball
Cannon Musketeer Battle Ram Bandit Magic Archer
Poison
Cannon Musketeer Magic Archer
Lightning
Cannon Musketeer Battle Ram Bandit Magic Archer
Rocket
Musketeer Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Magic Archer

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.

Battle Ram 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Cannon Bandit Fireball Musketeer Battle Ram Magic Archer P.E.K.K.A

Shortest cycle

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

12 Zap Cannon Bandit Fireball

Attack Synergies 6 10

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
Fireball Battle Ram P.E.K.K.A Musketeer Bandit Magic Archer
Cannon
Fireball
Zap Battle Ram Magic Archer
Musketeer
Zap Battle Ram P.E.K.K.A Bandit
Battle Ram
Zap Bandit Magic Archer Fireball Musketeer P.E.K.K.A
P.E.K.K.A
Zap Magic Archer Musketeer Battle Ram
Bandit
Battle Ram Zap Musketeer Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap Fireball Bandit

Defense Synergies 3 12

Zap
Cannon Fireball Musketeer P.E.K.K.A Bandit Magic Archer
Cannon
Zap Musketeer Fireball Bandit Magic Archer
Fireball
Zap Cannon Musketeer Bandit
Musketeer
Cannon Zap Fireball P.E.K.K.A Bandit
Battle Ram
P.E.K.K.A
Zap Musketeer
Bandit
Zap Cannon Fireball Musketeer Magic Archer
Magic Archer
Zap Cannon Bandit

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 Fireball Musketeer Magic Archer
P.E.K.K.A Zap Cannon Musketeer Bandit
Cannon P.E.K.K.A Musketeer Bandit
Cannon P.E.K.K.A Musketeer Bandit
Fireball P.E.K.K.A
Fireball Zap Cannon Musketeer Bandit Magic Archer
Musketeer Zap Cannon Fireball Magic Archer
Zap Cannon Fireball Musketeer P.E.K.K.A Bandit Magic Archer
Cannon P.E.K.K.A Musketeer
Cannon Musketeer Bandit
Zap Cannon Fireball Musketeer Bandit Magic Archer
Musketeer Zap Fireball Magic Archer
Cannon P.E.K.K.A Zap Fireball Musketeer Bandit
Fireball Zap Cannon P.E.K.K.A Magic Archer
P.E.K.K.A Cannon Bandit
Zap Cannon Fireball P.E.K.K.A Bandit
Cannon Fireball Musketeer P.E.K.K.A
Cannon Fireball Zap Musketeer Bandit Magic Archer
Zap Cannon Fireball Musketeer Bandit Magic Archer
P.E.K.K.A Cannon Musketeer
Cannon Fireball Musketeer P.E.K.K.A Bandit

Counters to secondary win conditions

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

Zap Fireball P.E.K.K.A Bandit
Fireball Bandit Zap Musketeer Magic Archer
P.E.K.K.A Bandit Zap Musketeer
P.E.K.K.A Zap Fireball Musketeer Bandit
P.E.K.K.A Cannon Musketeer Bandit
Fireball Zap Musketeer Magic Archer
P.E.K.K.A Fireball Musketeer Bandit
P.E.K.K.A
Zap P.E.K.K.A Fireball Bandit Magic Archer
P.E.K.K.A Cannon Musketeer
P.E.K.K.A Musketeer
P.E.K.K.A Zap Fireball
P.E.K.K.A Cannon Fireball Bandit
Cannon Fireball Musketeer Magic Archer
Zap Fireball Musketeer P.E.K.K.A Magic Archer
Zap Cannon Fireball Musketeer P.E.K.K.A Magic Archer
Zap 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 Magic Archer Musketeer Bandit
Fireball Zap Musketeer Bandit Magic Archer
Fireball Bandit Magic Archer
Fireball Musketeer
Fireball Zap Magic Archer
Fireball Zap Musketeer Magic Archer
Musketeer Magic Archer
Fireball Zap Magic Archer
Fireball Zap Bandit
Fireball Musketeer
Zap Fireball Musketeer Bandit Magic Archer
Fireball Zap Musketeer Magic Archer
Fireball Musketeer Bandit Magic Archer
Fireball Musketeer Bandit Magic Archer
Zap Fireball Musketeer Magic Archer
Zap Fireball Musketeer Bandit Magic Archer
Magic Archer Fireball Musketeer Bandit
Fireball
Zap Fireball Musketeer Bandit Magic Archer
Zap Fireball Magic Archer
Fireball Musketeer Magic Archer
Fireball
Musketeer
Zap Fireball Musketeer
Zap Fireball Magic Archer
Fireball Zap Musketeer Bandit Magic Archer
Fireball Zap Musketeer Bandit Magic Archer
Fireball Zap Musketeer Bandit Magic Archer
Zap Fireball Musketeer Magic Archer
Zap Fireball Musketeer
Fireball
Zap Fireball Musketeer Bandit Magic Archer
Zap Fireball Magic Archer
P.E.K.K.A
Fireball Magic Archer
Zap Fireball Musketeer Bandit Magic Archer
Fireball Zap Musketeer Magic Archer
Fireball
Fireball Musketeer Magic Archer
Zap Fireball Musketeer Magic Archer
Zap Fireball
Musketeer P.E.K.K.A
Zap Fireball Musketeer Magic Archer
Zap Fireball Musketeer Magic Archer
Zap Fireball Musketeer Bandit Magic Archer
P.E.K.K.A
Fireball

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: