My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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.

Musketeer Wizard

Defensive buildings

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

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Musketeer Wizard Balloon

Offensive cards

Win conditions

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

Mortar Goblin Barrel Balloon

Damage spells

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

Missing

Punishments

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

Mortar Mini P.E.K.K.A Goblin Barrel Balloon

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Knight Mortar Mini P.E.K.K.A Balloon

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.

Mini P.E.K.K.A Goblin Barrel Balloon

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
Goblin Barrel Balloon
Giant Snowball
Musketeer Goblin Barrel Balloon
Zap
Mortar Goblin Barrel Balloon
Barbarian Barrel
Knight Mortar Musketeer Wizard Goblin Barrel
The Log
Mini P.E.K.K.A Musketeer Goblin Barrel
Earthquake
Mortar Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Knight Mini P.E.K.K.A Musketeer Wizard Goblin Barrel Balloon
Fireball
Mortar Musketeer Wizard Goblin Barrel Balloon
Poison
Mortar Musketeer Wizard Balloon
Lightning
Knight Mortar Mini P.E.K.K.A Musketeer Wizard Balloon
Rocket
Mortar Musketeer Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Wizard

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.

Knight Mini 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.

Goblin Barrel

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 Wizard Goblin Barrel

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.

Mirror Knight Goblin Barrel Mortar Mini P.E.K.K.A Musketeer Wizard Balloon

Shortest cycle

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

10 Mirror Knight Goblin Barrel Mortar

Attack Synergies 5 10

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.

Knight
Mortar Musketeer Goblin Barrel Balloon Wizard
Mortar
Knight Musketeer
Mini P.E.K.K.A
Musketeer Wizard Mirror
Musketeer
Knight Mortar Mini P.E.K.K.A Mirror Balloon
Wizard
Knight Mini P.E.K.K.A Balloon
Mirror
Goblin Barrel Mini P.E.K.K.A Musketeer Balloon
Goblin Barrel
Knight Mirror Balloon
Balloon
Knight Musketeer Wizard Mirror Goblin Barrel

Defense Synergies 1 10

Knight
Musketeer Mortar Mini P.E.K.K.A Wizard
Mortar
Knight Musketeer Wizard Mirror
Mini P.E.K.K.A
Knight Musketeer Wizard Mirror
Musketeer
Knight Mortar Mini P.E.K.K.A Mirror
Wizard
Knight Mortar Mini P.E.K.K.A
Mirror
Mortar Mini P.E.K.K.A Musketeer
Goblin Barrel
Balloon

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 Mortar Musketeer Wizard
Mini P.E.K.K.A Knight Mortar Musketeer
Mortar Mini P.E.K.K.A Knight Musketeer
Mini P.E.K.K.A Knight Mortar Musketeer
Mini P.E.K.K.A
Musketeer
Musketeer Mortar Wizard
Musketeer
Mini P.E.K.K.A Mortar Musketeer
Knight Mini P.E.K.K.A Musketeer
Knight Musketeer Wizard
Musketeer Wizard
Mortar Mini P.E.K.K.A Knight Musketeer Wizard
Wizard Mortar Mini P.E.K.K.A
Mini P.E.K.K.A Knight Mortar
Mortar Mini P.E.K.K.A
Wizard Knight Mortar Mini P.E.K.K.A Musketeer
Mortar Knight Musketeer Wizard
Mortar Wizard Knight Musketeer
Mini P.E.K.K.A Mortar Musketeer
Wizard Knight Mini P.E.K.K.A Musketeer

Counters to secondary win conditions

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

Knight Mini P.E.K.K.A
Knight Mortar Mini P.E.K.K.A Musketeer Wizard
Knight Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Knight Musketeer
Knight Mini P.E.K.K.A Musketeer
Wizard Musketeer
Mini P.E.K.K.A Knight Musketeer
Mini P.E.K.K.A Knight
Knight Mortar Mini P.E.K.K.A
Musketeer
Knight Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Knight Wizard
Wizard Musketeer
Knight Mortar Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Musketeer Wizard

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.)

Knight Mortar Musketeer
Mortar Musketeer
Knight Musketeer
Wizard Mortar
Wizard Musketeer
Mortar Musketeer Wizard
Wizard
Mortar Wizard
Mini P.E.K.K.A Musketeer
Knight Mortar Musketeer Wizard
Musketeer Wizard
Knight Mortar Musketeer
Mortar Musketeer
Mortar Musketeer
Mortar Musketeer Wizard
Mortar Musketeer Wizard
Mortar
Mini P.E.K.K.A
Mortar Mini P.E.K.K.A Musketeer Wizard
Mortar Wizard
Musketeer
Wizard
Musketeer
Mortar Musketeer
Mortar Wizard
Mortar Musketeer Wizard
Mortar Musketeer Wizard
Mortar Musketeer
Musketeer Wizard
Musketeer Wizard
Mini P.E.K.K.A
Mortar Musketeer Wizard
Wizard
Musketeer
Musketeer Wizard
Knight Mini P.E.K.K.A Musketeer Wizard
Mortar Musketeer Wizard
Musketeer
Musketeer
Musketeer
Mortar Musketeer

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