My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Minions Musketeer Wizard

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.

Archers Musketeer Giant Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap

Punishments

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

Mini P.E.K.K.A Giant

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.

Mini P.E.K.K.A Giant

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

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
Archers Minions Giant Skeleton Army
Giant Snowball
Archers Minions Musketeer Skeleton Army
Zap
Archers Minions Skeleton Army
Barbarian Barrel
Archers Musketeer Wizard Skeleton Army
The Log
Archers Mini P.E.K.K.A Musketeer Skeleton Army
Earthquake
Archers Skeleton Army
Arrows
Archers Minions Skeleton Army
Royal Delivery
Archers Minions Mini P.E.K.K.A Musketeer Wizard Skeleton Army
Fireball
Archers Minions Musketeer Wizard Skeleton Army
Poison
Archers Minions Musketeer Wizard Skeleton Army
Lightning
Mini P.E.K.K.A Musketeer Wizard
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Mini P.E.K.K.A Skeleton Army

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.

Skeleton Army

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 Musketeer Wizard

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Archers Minions Skeleton Army Mini P.E.K.K.A Musketeer Giant Wizard

Shortest cycle

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

11 Zap Archers Minions Skeleton Army

Attack Synergies 4 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.

Zap
Giant Archers Minions Mini P.E.K.K.A Musketeer
Archers
Zap Mini P.E.K.K.A Giant
Minions
Giant Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Giant Zap Archers Minions Musketeer Wizard
Musketeer
Giant Zap Mini P.E.K.K.A
Giant
Zap Minions Mini P.E.K.K.A Musketeer Archers Wizard
Wizard
Mini P.E.K.K.A Giant
Skeleton Army

Defense Synergies 1 13

Zap
Mini P.E.K.K.A Archers Minions Musketeer Skeleton Army
Archers
Zap Minions Mini P.E.K.K.A Skeleton Army
Minions
Zap Archers Musketeer
Mini P.E.K.K.A
Zap Archers Musketeer Wizard Skeleton Army
Musketeer
Zap Minions Mini P.E.K.K.A Skeleton Army
Giant
Wizard
Mini P.E.K.K.A Skeleton Army
Skeleton Army
Zap Archers Mini P.E.K.K.A Musketeer Wizard

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.

Zap Minions Musketeer Wizard
Mini P.E.K.K.A Skeleton Army Zap Minions Musketeer
Mini P.E.K.K.A Skeleton Army Archers Minions Musketeer
Mini P.E.K.K.A Skeleton Army Minions Musketeer
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Archers Minions Musketeer
Minions Musketeer Zap Archers Wizard
Zap Musketeer
Mini P.E.K.K.A Minions Musketeer Skeleton Army
Skeleton Army Archers Mini P.E.K.K.A Musketeer
Archers Minions Skeleton Army Zap Musketeer Wizard
Minions Musketeer Zap Archers Wizard
Mini P.E.K.K.A Skeleton Army Zap Minions Musketeer Wizard
Wizard Skeleton Army Zap Minions Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Mini P.E.K.K.A
Wizard Minions Mini P.E.K.K.A Musketeer Skeleton Army
Zap Archers Minions Musketeer Wizard Skeleton Army
Zap Wizard Archers Minions Musketeer
Mini P.E.K.K.A Musketeer
Wizard Skeleton Army Archers Minions 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.

Mini P.E.K.K.A Skeleton Army Zap Archers
Zap Archers Mini P.E.K.K.A Musketeer Wizard
Skeleton Army Zap Minions Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Skeleton Army Zap Musketeer
Mini P.E.K.K.A Musketeer Skeleton Army
Wizard Zap Archers Minions Musketeer
Mini P.E.K.K.A Skeleton Army Archers Minions Musketeer
Mini P.E.K.K.A Skeleton Army
Zap Minions Mini P.E.K.K.A Skeleton Army
Musketeer Skeleton Army
Minions Mini P.E.K.K.A Musketeer
Skeleton Army Zap
Mini P.E.K.K.A Skeleton Army Wizard
Wizard Archers Musketeer Skeleton Army
Skeleton Army Zap Archers Minions Mini P.E.K.K.A Musketeer
Minions Zap Archers 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.)

Musketeer
Zap Musketeer
Musketeer
Wizard Zap
Wizard Zap Minions Musketeer
Archers Musketeer Wizard
Zap Wizard
Zap Wizard
Minions Mini P.E.K.K.A Musketeer
Zap Musketeer Wizard
Zap Archers Musketeer Wizard
Musketeer
Minions Musketeer
Zap Musketeer
Zap Musketeer Wizard
Musketeer Wizard
Minions Mini P.E.K.K.A
Zap Archers Mini P.E.K.K.A Musketeer Wizard
Zap Wizard
Minions Musketeer
Wizard
Musketeer
Zap Musketeer
Zap Wizard
Zap Musketeer Wizard
Zap Musketeer Wizard
Zap Musketeer
Zap Archers Musketeer Wizard
Zap Minions Musketeer Wizard
Mini P.E.K.K.A
Zap Musketeer Wizard
Zap
Wizard
Zap Archers Minions Musketeer Skeleton Army
Zap Archers Musketeer Wizard
Mini P.E.K.K.A Musketeer Wizard
Zap Musketeer Wizard
Zap
Musketeer
Zap Minions Musketeer
Zap Musketeer
Zap Musketeer

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