My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers 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.

Skeletons Archers 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.

Three Musketeers

Damage spells

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

Arrows The Log

Punishments

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

Elite Barbarians

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.

Elite Barbarians 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.

Elite Barbarians

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
Skeletons Archers Elite Barbarians Three Musketeers
Giant Snowball
Skeletons Archers Three Musketeers
Zap
Skeletons Archers Three Musketeers
Barbarian Barrel
Skeletons Archers Elite Barbarians Three Musketeers
The Log
Skeletons Archers Elite Barbarians Three Musketeers
Earthquake
Skeletons Archers Elixir Collector
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Elite Barbarians Three Musketeers P.E.K.K.A
Fireball
Archers Elite Barbarians Elixir Collector Three Musketeers
Poison
Archers Elixir Collector Three Musketeers
Lightning
Elite Barbarians Elixir Collector Three Musketeers
Rocket
Elite Barbarians 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 The Log

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 Elixir Collector 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.

Elite Barbarians

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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Archers Arrows Elite Barbarians Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

9 Skeletons The Log Archers Arrows

Attack Synergies 2 7

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.

Skeletons
Archers
Arrows Elite Barbarians P.E.K.K.A
Arrows
Elite Barbarians P.E.K.K.A Archers
Elite Barbarians
Arrows Archers Three Musketeers The Log
Elixir Collector
Three Musketeers
Elite Barbarians The Log
P.E.K.K.A
Arrows Archers The Log
The Log
Elite Barbarians Three Musketeers P.E.K.K.A

Defense Synergies 1 9

Skeletons
Archers Elite Barbarians P.E.K.K.A The Log
Archers
Skeletons P.E.K.K.A The Log
Arrows
P.E.K.K.A
Elite Barbarians
Skeletons The Log
Elixir Collector
Three Musketeers
The Log
P.E.K.K.A
The Log Skeletons Archers Arrows
The Log
P.E.K.K.A Skeletons Archers Elite Barbarians Three Musketeers

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.

The Log
Elite Barbarians P.E.K.K.A Skeletons Three Musketeers The Log
Three Musketeers P.E.K.K.A Skeletons Archers Elite Barbarians
Elite Barbarians Three Musketeers P.E.K.K.A Skeletons
Arrows Elite Barbarians P.E.K.K.A The Log
Arrows The Log Skeletons Archers
Three Musketeers Archers Arrows
Arrows P.E.K.K.A The Log
Three Musketeers P.E.K.K.A Skeletons Elite Barbarians
Elite Barbarians Skeletons Archers
Archers Skeletons Arrows The Log
Arrows Three Musketeers Archers
P.E.K.K.A Skeletons Elite Barbarians Three Musketeers The Log
Three Musketeers Arrows P.E.K.K.A The Log
Elite Barbarians P.E.K.K.A Three Musketeers
Elite Barbarians Three Musketeers P.E.K.K.A The Log
Three Musketeers Skeletons Arrows Elite Barbarians P.E.K.K.A
Arrows Archers Elite Barbarians Three Musketeers The Log
Arrows The Log Archers
P.E.K.K.A Elite Barbarians Three Musketeers
Archers Arrows Elite Barbarians P.E.K.K.A The Log

Counters to secondary win conditions

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

Skeletons Archers Elite Barbarians P.E.K.K.A
Archers Arrows Elite Barbarians The Log
P.E.K.K.A Skeletons Elite Barbarians The Log
P.E.K.K.A Elite Barbarians The Log
P.E.K.K.A Skeletons Elite Barbarians Three Musketeers
Arrows Skeletons Archers Three Musketeers
P.E.K.K.A Skeletons Archers Elite Barbarians
P.E.K.K.A Elite Barbarians
P.E.K.K.A Skeletons Elite Barbarians The Log
P.E.K.K.A Skeletons Three Musketeers
P.E.K.K.A Elite Barbarians
P.E.K.K.A Arrows Elite Barbarians The Log
Elite Barbarians P.E.K.K.A Skeletons Three Musketeers
Archers Three Musketeers
Elite Barbarians Skeletons Archers Three Musketeers P.E.K.K.A The Log
Arrows Archers Elite Barbarians P.E.K.K.A The Log

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 The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Archers Arrows The Log
Arrows The Log
Arrows The Log
Elite Barbarians Three Musketeers
Arrows The Log
Archers Arrows
Elite Barbarians Three Musketeers The Log
Arrows
Arrows Elite Barbarians The Log
Arrows Three Musketeers The Log
Arrows Three Musketeers The Log
Arrows Three Musketeers
Archers Arrows Three Musketeers The Log
Arrows The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Arrows The Log
Elite Barbarians Archers Arrows
Elite Barbarians
Arrows The Log
Arrows
P.E.K.K.A
Arrows The Log
Archers
Archers Arrows Three Musketeers
Arrows The Log
Three Musketeers
Arrows The Log
Arrows
Elite Barbarians Three Musketeers P.E.K.K.A
Elite Barbarians The Log
The Log

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