My Best Clash Royale Deck

Deck Check Rating

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

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 Witch

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.

Knight Musketeer Witch Skeleton King

Offensive cards

Win conditions

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

Wall Breakers

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 Wall Breakers

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.

Knight Mini P.E.K.K.A Wall Breakers Skeleton King

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
Wall Breakers Skeleton Army Skeleton King
Giant Snowball
Musketeer Wall Breakers Skeleton Army Witch Skeleton King
Zap
Wall Breakers Skeleton Army Witch Skeleton King
Barbarian Barrel
Knight Musketeer Wall Breakers Skeleton Army Witch Skeleton King
The Log
Mini P.E.K.K.A Musketeer Wall Breakers Skeleton Army Witch Skeleton King
Earthquake
Skeleton Army Witch Skeleton King
Arrows
Wall Breakers Skeleton Army Witch Skeleton King
Royal Delivery
Knight Mini P.E.K.K.A Musketeer Wall Breakers Skeleton Army Witch Skeleton King
Fireball
Musketeer Wall Breakers Skeleton Army Witch Skeleton King
Poison
Musketeer Skeleton Army Witch Skeleton King
Lightning
Knight Mini P.E.K.K.A Musketeer Witch Skeleton King
Rocket
Musketeer Witch Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Skeleton King

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.

Knight Mini P.E.K.K.A 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 Witch

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 Wall Breakers Knight Skeleton Army Mini P.E.K.K.A Musketeer Skeleton King Witch

Shortest cycle

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

10 Zap Wall Breakers Knight Skeleton Army

Attack Synergies 3 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.

Zap
Knight Mini P.E.K.K.A Musketeer Wall Breakers Witch
Knight
Musketeer Wall Breakers Zap Witch
Mini P.E.K.K.A
Zap Musketeer
Musketeer
Knight Zap Mini P.E.K.K.A
Wall Breakers
Knight Zap Skeleton King
Skeleton Army
Skeleton King
Witch
Zap Knight Skeleton King
Skeleton King
Skeleton Army Wall Breakers Witch

Defense Synergies 2 13

Zap
Mini P.E.K.K.A Knight Musketeer Skeleton Army Witch
Knight
Musketeer Zap Mini P.E.K.K.A Skeleton Army Witch
Mini P.E.K.K.A
Zap Knight Musketeer Skeleton Army Witch
Musketeer
Knight Zap Mini P.E.K.K.A Skeleton Army Skeleton King
Wall Breakers
Skeleton Army
Zap Knight Mini P.E.K.K.A Musketeer Skeleton King
Witch
Zap Knight Mini P.E.K.K.A
Skeleton King
Musketeer Skeleton Army

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 Knight Musketeer
Mini P.E.K.K.A Skeleton Army Zap Knight Musketeer Witch
Mini P.E.K.K.A Skeleton Army Witch Knight Musketeer
Mini P.E.K.K.A Skeleton Army Witch Knight Musketeer Skeleton King
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Musketeer
Musketeer Zap Witch
Zap Musketeer
Mini P.E.K.K.A Witch Musketeer Skeleton Army Skeleton King
Knight Skeleton Army Mini P.E.K.K.A Musketeer
Skeleton Army Witch Zap Knight Musketeer Skeleton King
Musketeer Zap Witch
Mini P.E.K.K.A Skeleton Army Zap Knight Musketeer Witch
Skeleton Army Zap Mini P.E.K.K.A Witch Skeleton King
Mini P.E.K.K.A Skeleton Army Knight Skeleton King
Skeleton Army Zap Mini P.E.K.K.A
Knight Mini P.E.K.K.A Musketeer Skeleton Army Witch
Zap Knight Musketeer Skeleton Army Witch
Zap Witch Knight Musketeer
Mini P.E.K.K.A Musketeer
Skeleton Army Knight Mini P.E.K.K.A Musketeer Witch

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A Skeleton Army Zap Witch
Zap Knight Mini P.E.K.K.A Musketeer
Skeleton Army Zap Knight Mini P.E.K.K.A Musketeer Witch
Mini P.E.K.K.A Skeleton Army Zap Knight Musketeer
Knight Mini P.E.K.K.A Musketeer Skeleton Army Witch
Zap Musketeer Witch
Mini P.E.K.K.A Skeleton Army Knight Musketeer Witch
Mini P.E.K.K.A Knight Skeleton Army
Zap Knight Mini P.E.K.K.A Skeleton Army Witch
Witch Musketeer Skeleton Army
Knight Mini P.E.K.K.A Musketeer Witch
Skeleton Army Zap
Mini P.E.K.K.A Skeleton Army Knight Witch Skeleton King
Musketeer Skeleton Army Witch
Skeleton Army Witch Zap Knight Mini P.E.K.K.A Musketeer Skeleton King
Zap Mini P.E.K.K.A Musketeer Witch Skeleton King

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.)

Knight Musketeer
Zap Musketeer
Knight Musketeer
Zap
Zap Musketeer Witch
Musketeer Witch
Zap
Zap
Mini P.E.K.K.A Musketeer
Zap Knight Musketeer
Zap Musketeer
Knight Musketeer
Musketeer
Zap Musketeer
Zap Musketeer Witch
Musketeer
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Musketeer
Zap Witch
Musketeer
Musketeer
Zap Musketeer
Zap Witch
Witch
Zap Musketeer Witch
Zap Musketeer Witch
Zap Musketeer
Zap Musketeer Witch
Zap Musketeer Witch
Mini P.E.K.K.A
Zap Musketeer
Zap
Zap Musketeer Skeleton Army Witch
Zap Musketeer Witch
Knight Mini P.E.K.K.A Musketeer
Zap Musketeer Skeleton King
Zap
Musketeer
Zap Musketeer Witch Skeleton King
Zap Musketeer Witch
Zap Musketeer Witch

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