My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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

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.

Musketeer Dark Prince P.E.K.K.A

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows Rage Lightning

Punishments

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

Elite Barbarians Dark Prince

Pump responses

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

Lightning

Dropped at the bridge

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

Elite Barbarians Dark Prince P.E.K.K.A

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.

Elite Barbarians Dark Prince

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
Elite Barbarians Dark Prince
Giant Snowball
Musketeer
Zap
Dark Prince
Barbarian Barrel
Elite Barbarians Musketeer Dark Prince
The Log
Elite Barbarians Musketeer Dark Prince
Earthquake
Arrows
Royal Delivery
Elite Barbarians Musketeer Dark Prince P.E.K.K.A
Fireball
Elite Barbarians Musketeer
Poison
Musketeer
Lightning
Elite Barbarians Musketeer Dark Prince
Rocket
Elite Barbarians Musketeer

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Dark Prince

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 Rage Dark Prince P.E.K.K.A

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.

Elite Barbarians

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

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.

Zap Rage Arrows Musketeer Dark Prince Elite Barbarians Lightning P.E.K.K.A

Shortest cycle

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

11 Zap Rage Arrows Musketeer

Attack Synergies 6 8

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
Arrows Elite Barbarians P.E.K.K.A Musketeer Dark Prince
Arrows
Zap Elite Barbarians P.E.K.K.A Dark Prince Lightning
Elite Barbarians
Zap Arrows Rage
Musketeer
Zap Dark Prince P.E.K.K.A
Rage
Elite Barbarians Dark Prince
Dark Prince
Zap Arrows Musketeer Rage Lightning
Lightning
Arrows Dark Prince
P.E.K.K.A
Zap Arrows Musketeer

Defense Synergies 1 10

Zap
Arrows Elite Barbarians Musketeer Dark Prince P.E.K.K.A
Arrows
Zap Dark Prince Lightning P.E.K.K.A
Elite Barbarians
Dark Prince Zap
Musketeer
Zap Dark Prince P.E.K.K.A
Rage
Dark Prince
Elite Barbarians Zap Arrows Musketeer
Lightning
Arrows
P.E.K.K.A
Zap Arrows Musketeer

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.

Lightning Zap Musketeer
Elite Barbarians P.E.K.K.A Zap Musketeer Dark Prince
P.E.K.K.A Elite Barbarians Musketeer Dark Prince Lightning
Elite Barbarians P.E.K.K.A Musketeer Dark Prince
Lightning Arrows Elite Barbarians Dark Prince P.E.K.K.A
Arrows Zap Musketeer Dark Prince
Musketeer Lightning Zap Arrows
Lightning Zap Arrows Musketeer P.E.K.K.A
P.E.K.K.A Elite Barbarians Musketeer
Elite Barbarians Musketeer Dark Prince
Zap Arrows Musketeer Dark Prince
Arrows Musketeer Zap
P.E.K.K.A Zap Elite Barbarians Musketeer Dark Prince Lightning
Zap Arrows Dark Prince P.E.K.K.A
Elite Barbarians P.E.K.K.A
Zap Elite Barbarians Lightning P.E.K.K.A
Arrows Elite Barbarians Musketeer Dark Prince P.E.K.K.A
Arrows Zap Elite Barbarians Musketeer Dark Prince
Zap Arrows Musketeer Dark Prince
P.E.K.K.A Elite Barbarians Musketeer
Dark Prince Arrows Elite Barbarians Musketeer P.E.K.K.A

Counters to secondary win conditions

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

Zap Elite Barbarians Dark Prince P.E.K.K.A
Zap Arrows Elite Barbarians Musketeer Lightning
P.E.K.K.A Zap Elite Barbarians Musketeer Dark Prince Lightning
Dark Prince Lightning P.E.K.K.A Zap Elite Barbarians Musketeer
P.E.K.K.A Elite Barbarians Musketeer Dark Prince
Arrows Zap Musketeer
Dark Prince P.E.K.K.A Elite Barbarians Musketeer Lightning
P.E.K.K.A Elite Barbarians Dark Prince
Zap Lightning P.E.K.K.A Elite Barbarians Dark Prince
P.E.K.K.A Musketeer
P.E.K.K.A Elite Barbarians Musketeer Dark Prince
Lightning P.E.K.K.A Zap Arrows Elite Barbarians Dark Prince
Elite Barbarians Dark Prince Lightning P.E.K.K.A
Musketeer
Elite Barbarians Zap Musketeer Dark Prince Lightning P.E.K.K.A
Arrows Zap Elite Barbarians Musketeer 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.)

Lightning Arrows Musketeer
Arrows Zap Musketeer
Lightning Arrows
Lightning Arrows Musketeer Dark Prince
Zap Arrows Dark Prince
Arrows Zap Musketeer
Arrows Musketeer
Arrows Zap Lightning
Arrows Zap Lightning
Lightning Elite Barbarians Musketeer
Lightning Zap Arrows Musketeer Dark Prince
Lightning Zap Arrows Musketeer
Lightning Elite Barbarians Musketeer
Lightning Arrows Musketeer
Lightning Zap Arrows Elite Barbarians Musketeer
Lightning Zap Arrows Musketeer
Lightning Arrows Musketeer
Lightning Arrows
Lightning
Lightning Zap Arrows Musketeer Dark Prince
Lightning Zap Arrows
Lightning Musketeer
Lightning Arrows
Musketeer Lightning
Lightning Zap Arrows Musketeer
Zap Arrows Dark Prince
Arrows Zap Musketeer Lightning
Lightning Zap Arrows Musketeer
Lightning Zap Arrows Musketeer
Elite Barbarians Lightning Zap Arrows Musketeer
Zap Lightning Musketeer
Lightning Elite Barbarians
Lightning Zap Arrows Musketeer
Zap Lightning Arrows
P.E.K.K.A
Arrows Lightning
Zap Lightning Musketeer Dark Prince
Lightning Zap Arrows Musketeer
Arrows
Lightning Musketeer Dark Prince
Arrows Zap Musketeer Lightning
Lightning Zap Arrows
Elite Barbarians Musketeer Dark Prince P.E.K.K.A
Zap Elite Barbarians Musketeer Lightning
Zap Musketeer Lightning
Lightning Zap Musketeer Dark Prince

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