My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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.

Bats Musketeer 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.

Bats Musketeer Battle Ram 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

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 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.

Mini P.E.K.K.A Battle Ram

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

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
Bats Battle Ram Guards Skeleton Army
Giant Snowball
Bats Musketeer Battle Ram Guards Skeleton Army
Zap
Bats Battle Ram Guards Skeleton Army
Barbarian Barrel
Musketeer Battle Ram Wizard Guards Skeleton Army
The Log
Mini P.E.K.K.A Musketeer Battle Ram Guards Skeleton Army
Earthquake
Guards Skeleton Army
Arrows
Bats Guards Skeleton Army
Royal Delivery
Bats Mini P.E.K.K.A Musketeer Battle Ram Wizard Guards Skeleton Army
Fireball
Musketeer Battle Ram Wizard Skeleton Army
Poison
Bats Musketeer Wizard Guards Skeleton Army
Lightning
Mini P.E.K.K.A Musketeer Battle Ram Wizard
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Bats Mini P.E.K.K.A Battle Ram Guards Skeleton Army

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.

Skeleton Army

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 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.

Bats Zap Guards Skeleton Army Mini P.E.K.K.A Musketeer Battle Ram Wizard

Shortest cycle

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

10 Bats Zap Guards Skeleton Army

Attack Synergies 1 9

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.

Bats
Zap Mini P.E.K.K.A Battle Ram
Zap
Battle Ram Bats Mini P.E.K.K.A Musketeer Guards
Mini P.E.K.K.A
Bats Zap Musketeer Wizard
Musketeer
Zap Mini P.E.K.K.A Battle Ram
Battle Ram
Zap Bats Musketeer
Wizard
Mini P.E.K.K.A
Guards
Zap
Skeleton Army

Defense Synergies 2 14

Bats
Zap Mini P.E.K.K.A Musketeer
Zap
Mini P.E.K.K.A Bats Musketeer Guards Skeleton Army
Mini P.E.K.K.A
Zap Bats Musketeer Wizard Guards Skeleton Army
Musketeer
Guards Bats Zap Mini P.E.K.K.A Skeleton Army
Battle Ram
Wizard
Mini P.E.K.K.A Guards Skeleton Army
Guards
Musketeer Zap Mini P.E.K.K.A Wizard Skeleton Army
Skeleton Army
Zap Mini P.E.K.K.A Musketeer Wizard Guards

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 Wizard
Mini P.E.K.K.A Skeleton Army Bats Zap Musketeer
Mini P.E.K.K.A Skeleton Army Bats Musketeer
Mini P.E.K.K.A Skeleton Army Bats Musketeer Guards
Mini P.E.K.K.A Skeleton Army
Skeleton Army Bats Zap Musketeer Guards
Bats Musketeer Zap Wizard
Zap Musketeer
Mini P.E.K.K.A Musketeer Skeleton Army
Guards Skeleton Army Mini P.E.K.K.A Musketeer
Bats Guards Skeleton Army Zap Musketeer Wizard
Musketeer Bats Zap Wizard
Mini P.E.K.K.A Skeleton Army Bats Zap Musketeer Wizard Guards
Wizard Skeleton Army Bats Zap Mini P.E.K.K.A Guards
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Mini P.E.K.K.A
Wizard Bats Mini P.E.K.K.A Musketeer Skeleton Army
Bats Zap Musketeer Wizard Guards Skeleton Army
Zap Wizard Bats Musketeer Guards
Mini P.E.K.K.A Musketeer
Wizard Skeleton Army Bats Mini P.E.K.K.A Musketeer Guards

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 Skeleton Army Zap
Zap Mini P.E.K.K.A Musketeer Wizard
Guards Skeleton Army Bats Zap Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Guards Skeleton Army Bats Zap Musketeer
Mini P.E.K.K.A Musketeer Guards Skeleton Army
Wizard Bats Zap Musketeer
Mini P.E.K.K.A Guards Skeleton Army Bats Musketeer
Mini P.E.K.K.A Skeleton Army
Zap Bats Mini P.E.K.K.A Skeleton Army
Musketeer Guards Skeleton Army
Bats Mini P.E.K.K.A Musketeer Guards
Skeleton Army Zap Guards
Mini P.E.K.K.A Skeleton Army Wizard Guards
Wizard Musketeer Skeleton Army
Guards Skeleton Army Bats Zap Mini P.E.K.K.A Musketeer
Bats Zap Mini P.E.K.K.A Musketeer 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.)

Musketeer Guards
Zap Musketeer
Musketeer Guards
Wizard Zap
Wizard Bats Zap Musketeer
Musketeer Wizard
Zap Wizard
Zap Wizard
Bats Mini P.E.K.K.A Musketeer Guards
Zap Musketeer Wizard
Zap Musketeer Wizard
Musketeer
Musketeer
Zap Musketeer
Zap Musketeer Wizard
Musketeer Wizard
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A Musketeer Wizard
Zap Wizard
Musketeer
Wizard
Musketeer
Zap Musketeer
Zap Wizard
Zap Musketeer Wizard
Zap Musketeer Wizard
Zap Musketeer
Bats Zap Musketeer Wizard
Zap Bats Musketeer Wizard Guards
Mini P.E.K.K.A
Zap Musketeer Wizard
Zap
Wizard
Zap Bats Musketeer Guards Skeleton Army
Zap Musketeer Wizard
Mini P.E.K.K.A Musketeer Wizard
Zap Musketeer Wizard
Zap
Musketeer
Zap Bats Musketeer Guards
Bats Zap Musketeer
Zap Musketeer

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