My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Goblin Gang Three Musketeers

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.

Elixir Collector Three Musketeers Dark Prince P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Arrows

Punishments

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

Goblin Gang Dark Prince Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Elixir Collector

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Heal Spirit Dark Prince P.E.K.K.A Bandit

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.

Dark Prince Bandit

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
Goblin Gang Three Musketeers Dark Prince Bandit
Giant Snowball
Goblin Gang Three Musketeers
Zap
Goblin Gang Three Musketeers Dark Prince Bandit
Barbarian Barrel
Goblin Gang Heal Spirit Three Musketeers Dark Prince Bandit
The Log
Goblin Gang Heal Spirit Three Musketeers Dark Prince Bandit
Earthquake
Goblin Gang Elixir Collector
Arrows
Goblin Gang Heal Spirit
Royal Delivery
Goblin Gang Heal Spirit Three Musketeers Dark Prince P.E.K.K.A Bandit
Fireball
Goblin Gang Elixir Collector Three Musketeers Bandit
Poison
Goblin Gang Elixir Collector Three Musketeers
Lightning
Elixir Collector Three Musketeers Dark Prince Bandit
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Dark Prince

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.

Arrows Heal Spirit Elixir Collector Dark Prince P.E.K.K.A

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.

Goblin Gang Heal Spirit Three Musketeers

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.

Heal Spirit Arrows Goblin Gang Bandit Dark Prince Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

10 Heal Spirit Arrows Goblin Gang Bandit

Attack Synergies 1 13

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
P.E.K.K.A Dark Prince Bandit
Goblin Gang
Three Musketeers Dark Prince P.E.K.K.A Bandit
Heal Spirit
Three Musketeers Dark Prince P.E.K.K.A Bandit
Elixir Collector
Three Musketeers
Goblin Gang Heal Spirit Dark Prince Bandit
Dark Prince
Arrows Goblin Gang Heal Spirit Three Musketeers Bandit
P.E.K.K.A
Arrows Goblin Gang Heal Spirit
Bandit
Arrows Goblin Gang Heal Spirit Three Musketeers Dark Prince

Defense Synergies 0 8

Arrows
Dark Prince P.E.K.K.A Bandit
Goblin Gang
Dark Prince P.E.K.K.A Bandit
Heal Spirit
Elixir Collector
Three Musketeers
Bandit
Dark Prince
Arrows Goblin Gang Bandit
P.E.K.K.A
Arrows Goblin Gang
Bandit
Arrows Goblin Gang Three Musketeers Dark Prince

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.

P.E.K.K.A Goblin Gang Three Musketeers Dark Prince Bandit
Goblin Gang Three Musketeers P.E.K.K.A Dark Prince Bandit
Three Musketeers P.E.K.K.A Goblin Gang Dark Prince Bandit
Arrows Dark Prince P.E.K.K.A
Arrows Goblin Gang Dark Prince Bandit
Three Musketeers Arrows Goblin Gang
Arrows P.E.K.K.A Bandit
Three Musketeers P.E.K.K.A Goblin Gang
Goblin Gang Dark Prince Bandit
Goblin Gang Arrows Dark Prince Bandit
Arrows Three Musketeers Goblin Gang
P.E.K.K.A Goblin Gang Three Musketeers Dark Prince Bandit
Three Musketeers Arrows Goblin Gang Dark Prince P.E.K.K.A
P.E.K.K.A Goblin Gang Three Musketeers Bandit
Goblin Gang Three Musketeers P.E.K.K.A Bandit
Three Musketeers Arrows Goblin Gang Dark Prince P.E.K.K.A
Arrows Goblin Gang Three Musketeers Dark Prince Bandit
Arrows Dark Prince Bandit
P.E.K.K.A Three Musketeers
Goblin Gang Dark Prince Arrows P.E.K.K.A Bandit

Counters to secondary win conditions

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

Goblin Gang Dark Prince P.E.K.K.A Bandit
Bandit Arrows Goblin Gang
Goblin Gang P.E.K.K.A Bandit Dark Prince
Goblin Gang Dark Prince P.E.K.K.A Bandit
P.E.K.K.A Goblin Gang Three Musketeers Dark Prince Bandit
Arrows Goblin Gang Three Musketeers
Goblin Gang Dark Prince P.E.K.K.A Bandit
P.E.K.K.A Dark Prince
P.E.K.K.A Dark Prince Bandit
P.E.K.K.A Goblin Gang Three Musketeers
P.E.K.K.A Dark Prince
P.E.K.K.A Arrows Dark Prince
Dark Prince P.E.K.K.A Goblin Gang Three Musketeers Bandit
Three Musketeers
Goblin Gang Three Musketeers Dark Prince P.E.K.K.A
Arrows Dark Prince P.E.K.K.A

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.)

Arrows Bandit
Arrows Bandit
Arrows Bandit
Arrows Dark Prince
Arrows Dark Prince
Arrows
Arrows
Arrows
Arrows Bandit
Goblin Gang Three Musketeers
Arrows Dark Prince Bandit
Arrows
Three Musketeers Bandit
Arrows Bandit
Arrows
Arrows Three Musketeers Bandit
Arrows Three Musketeers Bandit
Arrows Three Musketeers
Arrows Three Musketeers Dark Prince Bandit
Arrows
Arrows
Arrows
Arrows Dark Prince
Arrows Bandit
Arrows Bandit
Arrows Bandit
Arrows
Arrows Bandit
Arrows
P.E.K.K.A
Arrows
Goblin Gang Dark Prince Bandit
Arrows Three Musketeers
Arrows
Goblin Gang Three Musketeers Dark Prince
Arrows
Arrows
Three Musketeers Dark Prince P.E.K.K.A
Goblin Gang
Dark Prince Bandit

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