My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Night Witch

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 Golem Night Witch

Offensive cards

Win conditions

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

Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Fireball Rage

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

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.

Mini P.E.K.K.A Golem

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 Golem

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

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 Mini P.E.K.K.A Rage Golem Night Witch

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.

Rage Arrows Cannon Fireball Mini P.E.K.K.A Musketeer Night Witch Golem

Shortest cycle

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

12 Rage Arrows Cannon Fireball

Attack Synergies 4 7

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.

Arrows
Fireball Golem Mini P.E.K.K.A Night Witch
Cannon
Fireball
Arrows Golem
Mini P.E.K.K.A
Arrows Musketeer Rage Golem
Musketeer
Mini P.E.K.K.A Golem
Rage
Mini P.E.K.K.A Night Witch
Golem
Arrows Fireball Night Witch Mini P.E.K.K.A Musketeer
Night Witch
Golem Arrows Rage

Defense Synergies 1 9

Arrows
Cannon Fireball Mini P.E.K.K.A
Cannon
Musketeer Arrows Fireball Mini P.E.K.K.A Night Witch
Fireball
Arrows Cannon Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A
Arrows Cannon Fireball Musketeer
Musketeer
Cannon Fireball Mini P.E.K.K.A
Rage
Golem
Night Witch
Cannon

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.

Cannon Fireball Musketeer
Mini P.E.K.K.A Cannon Musketeer Night Witch
Cannon Mini P.E.K.K.A Musketeer Night Witch
Cannon Mini P.E.K.K.A Night Witch Musketeer
Arrows Fireball Mini P.E.K.K.A
Arrows Fireball Cannon Musketeer Night Witch
Musketeer Arrows Cannon Fireball Night Witch
Arrows Cannon Fireball Musketeer
Cannon Mini P.E.K.K.A Musketeer Night Witch
Cannon Mini P.E.K.K.A Musketeer Night Witch
Arrows Cannon Fireball Musketeer Night Witch
Arrows Musketeer Fireball Night Witch
Cannon Mini P.E.K.K.A Night Witch Fireball Musketeer
Fireball Arrows Cannon Mini P.E.K.K.A Night Witch
Mini P.E.K.K.A Cannon
Cannon Fireball Mini P.E.K.K.A
Arrows Cannon Fireball Mini P.E.K.K.A Musketeer Night Witch
Arrows Cannon Fireball Musketeer Night Witch
Arrows Cannon Fireball Musketeer
Mini P.E.K.K.A Cannon Musketeer
Arrows Cannon Fireball Mini P.E.K.K.A Musketeer Night Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Fireball
Fireball Arrows Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Fireball Musketeer Night Witch
Cannon Mini P.E.K.K.A Musketeer Night Witch
Arrows Fireball Musketeer
Mini P.E.K.K.A Fireball Musketeer Night Witch
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A
Cannon Musketeer
Mini P.E.K.K.A Musketeer
Arrows Fireball
Mini P.E.K.K.A Cannon Fireball Night Witch
Cannon Fireball Musketeer
Fireball Mini P.E.K.K.A Musketeer Night Witch
Arrows Cannon Fireball Mini P.E.K.K.A Musketeer

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
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball Musketeer
Fireball Arrows
Arrows Fireball Musketeer
Arrows Musketeer
Arrows Fireball
Arrows Fireball
Fireball Mini P.E.K.K.A Musketeer Night Witch
Arrows Fireball Musketeer
Fireball Arrows Musketeer
Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Mini P.E.K.K.A Night Witch
Arrows Fireball Mini P.E.K.K.A Musketeer
Arrows Fireball
Fireball Musketeer Night Witch
Arrows Fireball
Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Arrows Fireball Musketeer
Fireball Arrows Musketeer
Fireball Arrows Musketeer
Arrows Fireball Musketeer Night Witch
Fireball Musketeer
Fireball Mini P.E.K.K.A Night Witch
Arrows Fireball Musketeer Night Witch
Arrows Fireball
Arrows Fireball
Fireball Musketeer Night Witch
Fireball Arrows Musketeer
Arrows Fireball
Fireball Mini P.E.K.K.A Musketeer
Arrows Fireball Musketeer
Arrows Fireball
Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer

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