My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Godly!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Battle Ram Wizard 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 Graveyard

Damage spells

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

Zap Arrows

Punishments

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

Battle Ram Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Goblins Battle Ram P.E.K.K.A

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.

Graveyard

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
Battle Ram Three Musketeers Graveyard
Giant Snowball
Goblins Battle Ram Three Musketeers Graveyard
Zap
Goblins Battle Ram Three Musketeers Graveyard
Barbarian Barrel
Goblins Battle Ram Wizard Three Musketeers Graveyard
The Log
Goblins Battle Ram Three Musketeers Graveyard
Earthquake
Graveyard
Arrows
Goblins Graveyard
Royal Delivery
Goblins Battle Ram Wizard Three Musketeers P.E.K.K.A Graveyard
Fireball
Battle Ram Wizard Three Musketeers
Poison
Wizard Three Musketeers Graveyard
Lightning
Battle Ram Wizard Three Musketeers
Rocket
Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows 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.

Arrows Battle Ram 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.

Graveyard

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.

Goblins 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Goblins Zap Arrows Battle Ram Wizard Graveyard P.E.K.K.A Three Musketeers

Shortest cycle

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

11 Goblins Zap Arrows Battle Ram

Attack Synergies 6 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.

Goblins
Zap Battle Ram
Zap
Arrows Battle Ram P.E.K.K.A Graveyard Goblins Three Musketeers
Arrows
Zap P.E.K.K.A Graveyard Battle Ram
Battle Ram
Zap Goblins Arrows Three Musketeers P.E.K.K.A Graveyard
Wizard
P.E.K.K.A
Three Musketeers
Zap Battle Ram Graveyard
P.E.K.K.A
Zap Arrows Battle Ram Wizard Graveyard
Graveyard
Zap Arrows Battle Ram Three Musketeers P.E.K.K.A

Defense Synergies 0 7

Goblins
Zap Wizard
Zap
Goblins Arrows Three Musketeers P.E.K.K.A
Arrows
Zap P.E.K.K.A
Battle Ram
Wizard
Goblins P.E.K.K.A
Three Musketeers
Zap
P.E.K.K.A
Zap Arrows Wizard
Graveyard

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 Wizard
P.E.K.K.A Goblins Zap Three Musketeers
Three Musketeers P.E.K.K.A Goblins
Three Musketeers P.E.K.K.A Goblins
Arrows P.E.K.K.A
Arrows Goblins Zap
Three Musketeers Zap Arrows Wizard
Zap Arrows P.E.K.K.A
Three Musketeers P.E.K.K.A Goblins
Goblins
Goblins Zap Arrows Wizard
Arrows Three Musketeers Zap Wizard
P.E.K.K.A Zap Wizard Three Musketeers
Wizard Three Musketeers Goblins Zap Arrows P.E.K.K.A
P.E.K.K.A Three Musketeers
Zap Three Musketeers P.E.K.K.A
Wizard Three Musketeers Goblins Arrows P.E.K.K.A
Arrows Goblins Zap Wizard Three Musketeers
Zap Arrows Wizard
P.E.K.K.A Three Musketeers
Wizard Goblins Arrows P.E.K.K.A

Counters to secondary win conditions

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

Goblins Zap P.E.K.K.A
Zap Arrows Wizard
P.E.K.K.A Goblins Zap
P.E.K.K.A Zap
P.E.K.K.A Three Musketeers
Arrows Wizard Zap Three Musketeers
P.E.K.K.A Goblins
P.E.K.K.A
Zap P.E.K.K.A Goblins
P.E.K.K.A Three Musketeers
P.E.K.K.A
P.E.K.K.A Zap Arrows
P.E.K.K.A Wizard Three Musketeers
Wizard Three Musketeers
Goblins Zap Three Musketeers P.E.K.K.A
Arrows Zap Wizard 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
Arrows Zap
Arrows
Arrows
Wizard Zap Arrows
Arrows Wizard Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Goblins Three Musketeers
Zap Arrows Wizard
Zap Arrows Wizard
Three Musketeers
Arrows
Zap Arrows
Zap Arrows Wizard Three Musketeers
Arrows Wizard Three Musketeers
Arrows Three Musketeers
Zap Arrows Wizard Three Musketeers
Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows
Zap Arrows Wizard
Zap Wizard
Zap Arrows Wizard
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap
Zap Arrows Wizard Three Musketeers
Arrows
Wizard Three Musketeers
Arrows Zap Wizard
Zap Arrows
Three Musketeers P.E.K.K.A
Zap
Zap
Zap

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