My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard 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 Wizard Three Musketeers Balloon Giant Skeleton

Offensive cards

Win conditions

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

Three Musketeers Balloon

Damage spells

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

Rage

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 Balloon

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 Heal Spirit Mini P.E.K.K.A Balloon Giant Skeleton

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 Balloon Giant Skeleton

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
Three Musketeers Balloon Giant Skeleton
Giant Snowball
Three Musketeers Balloon
Zap
Three Musketeers Balloon
Barbarian Barrel
Knight Heal Spirit Wizard Three Musketeers Giant Skeleton
The Log
Heal Spirit Mini P.E.K.K.A Three Musketeers Giant Skeleton
Earthquake
Arrows
Heal Spirit
Royal Delivery
Knight Heal Spirit Mini P.E.K.K.A Wizard Three Musketeers Balloon Giant Skeleton
Fireball
Wizard Three Musketeers Balloon
Poison
Wizard Three Musketeers Balloon
Lightning
Knight Mini P.E.K.K.A Wizard Three Musketeers Balloon
Rocket
Wizard Three Musketeers Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

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.

Knight Heal Spirit Mini P.E.K.K.A Rage Giant Skeleton

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.

Heal Spirit Wizard 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Rage Knight Mini P.E.K.K.A Wizard Balloon Giant Skeleton Three Musketeers

Shortest cycle

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

10 Heal Spirit Rage Knight Mini P.E.K.K.A

Attack Synergies 4 15

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
Three Musketeers Balloon Heal Spirit Wizard
Heal Spirit
Balloon Knight Mini P.E.K.K.A Wizard Three Musketeers Giant Skeleton
Mini P.E.K.K.A
Heal Spirit Wizard Rage Giant Skeleton
Wizard
Knight Heal Spirit Mini P.E.K.K.A Rage Balloon Giant Skeleton
Three Musketeers
Knight Heal Spirit Rage
Rage
Balloon Mini P.E.K.K.A Wizard Three Musketeers Giant Skeleton
Balloon
Knight Heal Spirit Rage Wizard Giant Skeleton
Giant Skeleton
Heal Spirit Mini P.E.K.K.A Wizard Rage Balloon

Defense Synergies 0 5

Knight
Mini P.E.K.K.A Wizard Three Musketeers
Heal Spirit
Mini P.E.K.K.A
Knight Wizard
Wizard
Knight Mini P.E.K.K.A Giant Skeleton
Three Musketeers
Knight
Rage
Balloon
Giant Skeleton
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.

Knight Wizard
Mini P.E.K.K.A Knight Three Musketeers
Mini P.E.K.K.A Three Musketeers Knight Giant Skeleton
Mini P.E.K.K.A Three Musketeers Knight
Mini P.E.K.K.A Giant Skeleton
Three Musketeers Wizard
Giant Skeleton
Mini P.E.K.K.A Three Musketeers
Knight Mini P.E.K.K.A Giant Skeleton
Knight Wizard Giant Skeleton
Three Musketeers Wizard
Mini P.E.K.K.A Knight Wizard Three Musketeers Giant Skeleton
Wizard Three Musketeers Mini P.E.K.K.A
Mini P.E.K.K.A Knight Three Musketeers
Mini P.E.K.K.A Three Musketeers
Wizard Three Musketeers Knight Mini P.E.K.K.A
Knight Wizard Three Musketeers
Wizard Knight Giant Skeleton
Mini P.E.K.K.A Three Musketeers
Wizard Knight Mini P.E.K.K.A Giant Skeleton

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 Giant Skeleton
Knight Mini P.E.K.K.A Wizard
Giant Skeleton Knight Mini P.E.K.K.A
Mini P.E.K.K.A Giant Skeleton Knight
Giant Skeleton Knight Mini P.E.K.K.A Three Musketeers
Wizard Three Musketeers
Mini P.E.K.K.A Knight Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Knight
Giant Skeleton Knight Mini P.E.K.K.A
Three Musketeers
Knight Mini P.E.K.K.A Giant Skeleton
Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Knight Wizard Three Musketeers
Wizard Three Musketeers
Knight Mini P.E.K.K.A Three Musketeers Giant Skeleton
Mini P.E.K.K.A Wizard Giant Skeleton

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 Giant Skeleton
Giant Skeleton
Knight Giant Skeleton
Wizard
Wizard
Wizard
Wizard
Wizard
Mini P.E.K.K.A Three Musketeers
Knight Wizard
Wizard
Knight Three Musketeers
Wizard Three Musketeers
Wizard Three Musketeers
Three Musketeers
Mini P.E.K.K.A
Mini P.E.K.K.A Wizard Three Musketeers
Wizard
Giant Skeleton
Wizard
Wizard
Wizard
Wizard
Wizard
Wizard
Mini P.E.K.K.A
Wizard
Giant Skeleton
Wizard
Wizard Three Musketeers
Knight Mini P.E.K.K.A Wizard Three Musketeers
Wizard
Giant Skeleton
Three Musketeers
Giant Skeleton
Giant Skeleton

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