My Best Clash Royale Deck

Deck Check Rating

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

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.

Bats Minions 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.

Bats Battle Ram Elixir Collector 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.

Battle Ram

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.

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
Bats Minions Battle Ram Three Musketeers Guards
Giant Snowball
Bats Minions Battle Ram Three Musketeers Guards
Zap
Bats Minions Battle Ram Three Musketeers Guards
Barbarian Barrel
Battle Ram Three Musketeers Guards
The Log
Battle Ram Three Musketeers Guards
Earthquake
Elixir Collector Guards
Arrows
Bats Minions Guards
Royal Delivery
Bats Minions Battle Ram Three Musketeers Guards P.E.K.K.A
Fireball
Minions Battle Ram Elixir Collector Three Musketeers
Poison
Bats Minions Elixir Collector Three Musketeers Guards
Lightning
Battle Ram Elixir Collector Three Musketeers
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

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 Battle Ram Elixir Collector Guards 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Minions Guards Battle Ram Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

11 Bats Arrows Minions Guards

Attack Synergies 1 9

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.

Bats
Minions Battle Ram P.E.K.K.A
Arrows
P.E.K.K.A Battle Ram
Minions
Bats Battle Ram P.E.K.K.A
Battle Ram
Bats Arrows Minions Three Musketeers P.E.K.K.A
Elixir Collector
Three Musketeers
Battle Ram Guards
Guards
Three Musketeers
P.E.K.K.A
Arrows Bats Minions Battle Ram

Defense Synergies 0 4

Bats
Minions P.E.K.K.A
Arrows
P.E.K.K.A
Minions
Bats P.E.K.K.A
Battle Ram
Elixir Collector
Three Musketeers
Guards
P.E.K.K.A
Bats Arrows Minions

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
P.E.K.K.A Bats Minions Three Musketeers
Three Musketeers P.E.K.K.A Bats Minions
Three Musketeers P.E.K.K.A Bats Minions Guards
Arrows P.E.K.K.A
Arrows Bats Minions Guards
Bats Minions Three Musketeers Arrows
Arrows P.E.K.K.A
Three Musketeers P.E.K.K.A Minions
Guards
Bats Minions Guards Arrows
Arrows Minions Three Musketeers Bats
P.E.K.K.A Bats Minions Three Musketeers Guards
Three Musketeers Bats Arrows Minions Guards P.E.K.K.A
P.E.K.K.A Three Musketeers
Three Musketeers P.E.K.K.A
Three Musketeers Bats Arrows Minions P.E.K.K.A
Arrows Bats Minions Three Musketeers Guards
Arrows Bats Minions Guards
P.E.K.K.A Three Musketeers
Bats Arrows Minions Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards P.E.K.K.A
Arrows
Guards P.E.K.K.A Bats Minions
Guards P.E.K.K.A Bats
P.E.K.K.A Three Musketeers Guards
Arrows Bats Minions Three Musketeers
Guards P.E.K.K.A Bats Minions
P.E.K.K.A
P.E.K.K.A Bats Minions
P.E.K.K.A Three Musketeers Guards
P.E.K.K.A Bats Minions Guards
P.E.K.K.A Arrows Guards
P.E.K.K.A Three Musketeers Guards
Three Musketeers
Guards Bats Minions Three Musketeers P.E.K.K.A
Bats 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 Guards
Arrows
Arrows
Arrows Guards
Arrows
Arrows Bats Minions
Arrows
Arrows
Arrows
Bats Minions Three Musketeers Guards
Arrows
Arrows
Three Musketeers
Arrows Minions
Arrows
Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Bats Minions
Arrows Three Musketeers
Arrows
Minions
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Bats Arrows
Bats Minions Guards
Arrows
Arrows
P.E.K.K.A
Arrows
Bats Minions Guards
Arrows Three Musketeers
Arrows
Three Musketeers
Arrows
Arrows
Three Musketeers P.E.K.K.A
Bats Minions Guards
Bats

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