My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions 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.

Knight Battle Ram Three Musketeers P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram 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 Battle Ram

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.

Knight Goblin Gang Heal Spirit Battle Ram P.E.K.K.A

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 Goblin Gang Battle Ram Three Musketeers
Giant Snowball
Minions Goblin Gang Battle Ram Three Musketeers
Zap
Minions Goblin Gang Battle Ram Three Musketeers
Barbarian Barrel
Knight Goblin Gang Heal Spirit Battle Ram Three Musketeers
The Log
Goblin Gang Heal Spirit Battle Ram Three Musketeers
Earthquake
Goblin Gang
Arrows
Minions Goblin Gang Heal Spirit
Royal Delivery
Knight Minions Goblin Gang Heal Spirit Battle Ram Three Musketeers P.E.K.K.A
Fireball
Minions Goblin Gang Battle Ram Three Musketeers
Poison
Minions Goblin Gang Three Musketeers
Lightning
Knight Battle Ram Three Musketeers
Rocket
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

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 Knight Heal Spirit Battle Ram 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.

Minions 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Heal Spirit Arrows Knight Minions Goblin Gang Battle Ram P.E.K.K.A Three Musketeers

Shortest cycle

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

10 Heal Spirit Arrows Knight Minions

Attack Synergies 5 14

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 Knight Battle Ram
Knight
Minions Goblin Gang Battle Ram Three Musketeers Arrows Heal Spirit
Minions
Knight Heal Spirit Battle Ram P.E.K.K.A
Goblin Gang
Knight Battle Ram Three Musketeers P.E.K.K.A
Heal Spirit
Knight Minions Battle Ram Three Musketeers P.E.K.K.A
Battle Ram
Knight Arrows Minions Goblin Gang Heal Spirit Three Musketeers P.E.K.K.A
Three Musketeers
Knight Goblin Gang Heal Spirit Battle Ram
P.E.K.K.A
Arrows Minions Goblin Gang Heal Spirit Battle Ram

Defense Synergies 2 5

Arrows
Knight P.E.K.K.A
Knight
Minions Goblin Gang Arrows Three Musketeers
Minions
Knight P.E.K.K.A
Goblin Gang
Knight P.E.K.K.A
Heal Spirit
Battle Ram
Three Musketeers
Knight
P.E.K.K.A
Arrows Minions Goblin Gang

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.

Knight Minions
P.E.K.K.A Knight Minions Goblin Gang Three Musketeers
Goblin Gang Three Musketeers P.E.K.K.A Knight Minions
Three Musketeers P.E.K.K.A Knight Minions Goblin Gang
Arrows P.E.K.K.A
Arrows Goblin Gang Minions
Minions Three Musketeers Arrows Goblin Gang
Arrows P.E.K.K.A
Three Musketeers P.E.K.K.A Minions Goblin Gang
Knight Goblin Gang
Minions Goblin Gang Arrows Knight
Arrows Minions Three Musketeers Goblin Gang
P.E.K.K.A Knight Minions Goblin Gang Three Musketeers
Three Musketeers Arrows Minions Goblin Gang P.E.K.K.A
P.E.K.K.A Knight Goblin Gang Three Musketeers
Goblin Gang Three Musketeers P.E.K.K.A
Three Musketeers Arrows Knight Minions Goblin Gang P.E.K.K.A
Arrows Knight Minions Goblin Gang Three Musketeers
Arrows Knight Minions
P.E.K.K.A Three Musketeers
Goblin Gang Arrows Knight Minions P.E.K.K.A

Counters to secondary win conditions

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

Knight Goblin Gang P.E.K.K.A
Arrows Knight Goblin Gang
Goblin Gang P.E.K.K.A Knight Minions
Goblin Gang P.E.K.K.A Knight
P.E.K.K.A Knight Goblin Gang Three Musketeers
Arrows Minions Goblin Gang Three Musketeers
Goblin Gang P.E.K.K.A Knight Minions
P.E.K.K.A Knight
P.E.K.K.A Knight Minions
P.E.K.K.A Goblin Gang Three Musketeers
P.E.K.K.A Knight Minions
P.E.K.K.A Arrows
P.E.K.K.A Knight Goblin Gang Three Musketeers
Three Musketeers
Goblin Gang Knight Minions Three Musketeers P.E.K.K.A
Arrows Minions 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 Knight
Arrows
Arrows
Arrows Knight
Arrows
Arrows Minions
Arrows
Arrows
Arrows
Minions Goblin Gang Three Musketeers
Arrows Knight
Arrows
Knight Three Musketeers
Arrows Minions
Arrows
Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Minions
Arrows Three Musketeers
Arrows
Minions
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Minions
Arrows
Arrows
P.E.K.K.A
Arrows
Minions Goblin Gang
Arrows Three Musketeers
Arrows
Knight Goblin Gang Three Musketeers
Arrows
Arrows
Three Musketeers P.E.K.K.A
Minions Goblin Gang

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