My Best Clash Royale Deck

Deck Check Rating

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

5 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!
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.

Minions Musketeer Goblin Hut

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

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 Goblin Hut P.E.K.K.A Royal Ghost

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.

Arrows Rage

Punishments

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

Battle Ram Royal Ghost

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.

Battle Ram P.E.K.K.A Royal Ghost

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.

Royal Ghost

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
Minions Battle Ram
Giant Snowball
Minions Musketeer Battle Ram Goblin Hut
Zap
Minions Battle Ram Goblin Hut
Barbarian Barrel
Musketeer Battle Ram Goblin Hut Royal Ghost
The Log
Musketeer Battle Ram Goblin Hut
Earthquake
Goblin Hut
Arrows
Minions Goblin Hut
Royal Delivery
Minions Musketeer Battle Ram Goblin Hut P.E.K.K.A Royal Ghost
Fireball
Minions Musketeer Battle Ram Goblin Hut
Poison
Minions Musketeer Goblin Hut
Lightning
Musketeer Battle Ram Goblin Hut
Rocket
Musketeer Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Ghost

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 Battle Ram Rage P.E.K.K.A Royal Ghost

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.

Minions 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 Minions Royal Ghost Musketeer Battle Ram Goblin Hut P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Minions Royal Ghost

Attack Synergies 2 11

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 Battle Ram
Minions
Rage Battle Ram P.E.K.K.A
Musketeer
Battle Ram Goblin Hut P.E.K.K.A Royal Ghost
Battle Ram
Arrows Minions Musketeer Goblin Hut P.E.K.K.A Royal Ghost
Goblin Hut
Musketeer Battle Ram Royal Ghost
Rage
Minions
P.E.K.K.A
Arrows Minions Musketeer Battle Ram
Royal Ghost
Musketeer Battle Ram Goblin Hut

Defense Synergies 0 8

Arrows
Goblin Hut P.E.K.K.A
Minions
Musketeer P.E.K.K.A
Musketeer
Minions Goblin Hut P.E.K.K.A Royal Ghost
Battle Ram
Goblin Hut
Arrows Musketeer Royal Ghost
Rage
P.E.K.K.A
Arrows Minions Musketeer
Royal Ghost
Musketeer Goblin Hut

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.

Minions Musketeer Goblin Hut
P.E.K.K.A Minions Musketeer Goblin Hut
Goblin Hut P.E.K.K.A Minions Musketeer
Goblin Hut P.E.K.K.A Minions Musketeer
Arrows P.E.K.K.A
Arrows Minions Musketeer Royal Ghost
Minions Musketeer Arrows Goblin Hut
Arrows Musketeer P.E.K.K.A
P.E.K.K.A Minions Musketeer Goblin Hut
Musketeer Royal Ghost
Minions Arrows Musketeer Goblin Hut Royal Ghost
Arrows Minions Musketeer Goblin Hut
Goblin Hut P.E.K.K.A Minions Musketeer
Arrows Minions Goblin Hut P.E.K.K.A Royal Ghost
P.E.K.K.A Goblin Hut
Goblin Hut P.E.K.K.A
Arrows Minions Musketeer Goblin Hut P.E.K.K.A
Arrows Minions Musketeer Goblin Hut Royal Ghost
Arrows Minions Musketeer Goblin Hut Royal Ghost
P.E.K.K.A Musketeer Goblin Hut
Royal Ghost Arrows Minions Musketeer P.E.K.K.A

Counters to secondary win conditions

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

Goblin Hut P.E.K.K.A Royal Ghost
Arrows Musketeer Royal Ghost
P.E.K.K.A Minions Musketeer Goblin Hut
P.E.K.K.A Musketeer
P.E.K.K.A Musketeer Goblin Hut
Arrows Minions Musketeer Goblin Hut
P.E.K.K.A Minions Musketeer Goblin Hut
P.E.K.K.A
P.E.K.K.A Minions Goblin Hut
P.E.K.K.A Musketeer Goblin Hut
P.E.K.K.A Minions Musketeer Goblin Hut
P.E.K.K.A Arrows
P.E.K.K.A
Musketeer
Goblin Hut Minions Musketeer P.E.K.K.A
Arrows Minions Musketeer Goblin Hut P.E.K.K.A Royal Ghost

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 Musketeer Royal Ghost
Arrows Musketeer Royal Ghost
Arrows Goblin Hut
Arrows Musketeer
Arrows
Arrows Minions Musketeer
Arrows Musketeer
Arrows
Arrows
Minions Musketeer
Arrows Musketeer
Arrows Musketeer
Musketeer Goblin Hut
Arrows Minions Musketeer
Arrows Musketeer Goblin Hut
Arrows Musketeer Goblin Hut
Arrows Musketeer Goblin Hut
Arrows
Minions
Arrows Musketeer
Arrows
Minions Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows
Arrows Musketeer Royal Ghost
Arrows Musketeer
Arrows Musketeer
Arrows Musketeer
Minions Musketeer Goblin Hut
Arrows Musketeer
Arrows
P.E.K.K.A
Arrows
Minions Musketeer Goblin Hut
Arrows Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows
Musketeer P.E.K.K.A
Minions Musketeer
Musketeer
Musketeer Royal Ghost

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