My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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.

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!
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.

Bats Musketeer

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 Balloon P.E.K.K.A Bandit

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows The Log

Punishments

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

Balloon Bandit

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.

Goblins Balloon 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.

Balloon 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
Bats Balloon Bandit
Giant Snowball
Goblins Bats Musketeer Balloon
Zap
Goblins Bats Balloon Bandit
Barbarian Barrel
Goblins Musketeer Bandit
The Log
Goblins Musketeer Bandit
Earthquake
Arrows
Goblins Bats
Royal Delivery
Goblins Bats Musketeer Balloon P.E.K.K.A Bandit
Fireball
Musketeer Balloon Bandit
Poison
Bats Musketeer Balloon
Lightning
Musketeer Balloon Bandit
Rocket
Musketeer Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

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.

Bats Arrows 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.

Goblins 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.

Goblins Bats The Log Arrows Bandit Musketeer Balloon P.E.K.K.A

Shortest cycle

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

9 Goblins Bats The Log Arrows

Attack Synergies 3 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.

Goblins
Bats
Balloon P.E.K.K.A Bandit
Arrows
Balloon P.E.K.K.A Bandit
Musketeer
Balloon P.E.K.K.A The Log Bandit
Balloon
Bats Arrows Musketeer The Log Bandit
P.E.K.K.A
Arrows Bats Musketeer The Log
The Log
Musketeer Balloon P.E.K.K.A Bandit
Bandit
Bats Arrows Musketeer Balloon The Log

Defense Synergies 2 12

Goblins
Musketeer The Log Bandit
Bats
Musketeer P.E.K.K.A The Log Bandit
Arrows
P.E.K.K.A Bandit
Musketeer
The Log Goblins Bats P.E.K.K.A Bandit
Balloon
P.E.K.K.A
The Log Bats Arrows Musketeer
The Log
Musketeer P.E.K.K.A Goblins Bats Bandit
Bandit
Goblins Bats Arrows Musketeer The Log

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.

Musketeer The Log
P.E.K.K.A Goblins Bats Musketeer The Log Bandit
P.E.K.K.A Goblins Bats Musketeer Bandit
P.E.K.K.A Goblins Bats Musketeer Bandit
Arrows P.E.K.K.A The Log
Arrows The Log Goblins Bats Musketeer Bandit
Bats Musketeer Arrows
Arrows Musketeer P.E.K.K.A The Log Bandit
P.E.K.K.A Goblins Musketeer
Goblins Musketeer Bandit
Goblins Bats Arrows Musketeer The Log Bandit
Arrows Musketeer Bats
P.E.K.K.A Bats Musketeer The Log Bandit
Goblins Bats Arrows P.E.K.K.A The Log
P.E.K.K.A Bandit
P.E.K.K.A The Log Bandit
Goblins Bats Arrows Musketeer P.E.K.K.A
Arrows Goblins Bats Musketeer The Log Bandit
Arrows The Log Bats Musketeer Bandit
P.E.K.K.A Musketeer
Goblins Bats Arrows Musketeer P.E.K.K.A The Log Bandit

Counters to secondary win conditions

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

Goblins P.E.K.K.A Bandit
Bandit Arrows Musketeer The Log
P.E.K.K.A Bandit Goblins Bats Musketeer The Log
P.E.K.K.A Bats Musketeer The Log Bandit
P.E.K.K.A Musketeer Bandit
Arrows Bats Musketeer
P.E.K.K.A Goblins Bats Musketeer Bandit
P.E.K.K.A
P.E.K.K.A Goblins Bats The Log Bandit
P.E.K.K.A Musketeer
P.E.K.K.A Bats Musketeer
P.E.K.K.A Arrows The Log
P.E.K.K.A Bandit
Musketeer
Goblins Bats Musketeer P.E.K.K.A The Log
Bats Arrows Musketeer P.E.K.K.A The Log

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 The Log Bandit
Arrows Musketeer The Log Bandit
Arrows The Log Bandit
Arrows Musketeer The Log
Arrows The Log
Arrows Bats Musketeer
Arrows Musketeer The Log
Arrows The Log
Arrows The Log Bandit
Goblins Bats Musketeer
Arrows Musketeer The Log Bandit
Arrows Musketeer
Musketeer The Log Bandit
Arrows Musketeer Bandit
Arrows Musketeer The Log
Arrows Musketeer The Log Bandit
Arrows Musketeer The Log Bandit
Arrows
Bats
Arrows Musketeer The Log Bandit
Arrows The Log
Musketeer The Log
Arrows
Musketeer The Log
Arrows Musketeer The Log
Arrows The Log
Arrows The Log Musketeer Bandit
Arrows Musketeer The Log Bandit
Arrows Musketeer The Log Bandit
Bats Arrows Musketeer
Bats Musketeer
Arrows Musketeer The Log Bandit
Arrows
P.E.K.K.A
Arrows The Log
Bats Musketeer Bandit
Arrows Musketeer
Arrows The Log
Musketeer
Arrows The Log Musketeer
Arrows
Musketeer P.E.K.K.A
Bats Musketeer The Log
Bats Musketeer
Musketeer The Log Bandit

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