My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

Musketeer

Defensive buildings

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

Tombstone Goblin Cage

Investments

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

Skeletons Tombstone Elixir Golem Musketeer Goblin Cage P.E.K.K.A

Offensive cards

Win conditions

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

Elixir Golem Wall Breakers

Damage spells

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

The Log

Punishments

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

Elixir Golem Wall Breakers

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.

Elixir Golem Wall Breakers 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
Skeletons Elixir Golem Wall Breakers
Giant Snowball
Skeletons Tombstone Musketeer Wall Breakers
Zap
Skeletons Tombstone Wall Breakers
Barbarian Barrel
Skeletons Tombstone Elixir Golem Musketeer Goblin Cage Wall Breakers
The Log
Skeletons Tombstone Elixir Golem Musketeer Goblin Cage Wall Breakers
Earthquake
Skeletons Tombstone Elixir Golem Goblin Cage
Arrows
Skeletons Tombstone Wall Breakers
Royal Delivery
Skeletons Elixir Golem Musketeer Goblin Cage Wall Breakers P.E.K.K.A
Fireball
Tombstone Elixir Golem Musketeer Goblin Cage Wall Breakers
Poison
Tombstone Elixir Golem Musketeer Goblin Cage
Lightning
Tombstone Musketeer Goblin Cage
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

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.

Tombstone Elixir Golem P.E.K.K.A

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

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.

Skeletons Wall Breakers The Log Tombstone Elixir Golem Musketeer Goblin Cage P.E.K.K.A

Shortest cycle

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

8 Skeletons Wall Breakers The Log Tombstone

Attack Synergies 0 9

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
Tombstone
Elixir Golem
Musketeer The Log
Musketeer
Elixir Golem Goblin Cage P.E.K.K.A The Log
Goblin Cage
Musketeer Wall Breakers The Log
Wall Breakers
Goblin Cage The Log
P.E.K.K.A
Musketeer The Log
The Log
Elixir Golem Musketeer Goblin Cage Wall Breakers P.E.K.K.A

Defense Synergies 5 6

Skeletons
Musketeer Goblin Cage Tombstone P.E.K.K.A The Log
Tombstone
Musketeer Skeletons
Elixir Golem
Musketeer
Skeletons Tombstone The Log Goblin Cage P.E.K.K.A
Goblin Cage
Skeletons Musketeer The Log
Wall Breakers
P.E.K.K.A
The Log Skeletons Musketeer
The Log
Musketeer P.E.K.K.A Skeletons Goblin Cage

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.

Tombstone Musketeer Goblin Cage The Log
P.E.K.K.A Skeletons Tombstone Musketeer Goblin Cage The Log
Goblin Cage P.E.K.K.A Skeletons Tombstone Musketeer
Goblin Cage P.E.K.K.A Skeletons Tombstone Musketeer
Tombstone Goblin Cage P.E.K.K.A The Log
The Log Skeletons Musketeer
Musketeer Tombstone Goblin Cage
Musketeer Goblin Cage P.E.K.K.A The Log
P.E.K.K.A Skeletons Tombstone Musketeer Goblin Cage
Skeletons Musketeer
Skeletons Tombstone Musketeer The Log
Musketeer
Tombstone Goblin Cage P.E.K.K.A Skeletons Musketeer The Log
Tombstone Goblin Cage P.E.K.K.A The Log
P.E.K.K.A Tombstone Goblin Cage
Goblin Cage P.E.K.K.A The Log
Skeletons Tombstone Musketeer Goblin Cage P.E.K.K.A
Tombstone Goblin Cage Musketeer The Log
Goblin Cage The Log Tombstone Musketeer
P.E.K.K.A Musketeer Goblin Cage
Musketeer 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 Tombstone Goblin Cage P.E.K.K.A
Musketeer The Log
Tombstone P.E.K.K.A Skeletons Musketeer Goblin Cage The Log
P.E.K.K.A Musketeer Goblin Cage The Log
P.E.K.K.A Skeletons Tombstone Musketeer Goblin Cage
Skeletons Musketeer
P.E.K.K.A Skeletons Tombstone Musketeer Goblin Cage
P.E.K.K.A Goblin Cage
Goblin Cage P.E.K.K.A Skeletons Tombstone The Log
P.E.K.K.A Skeletons Tombstone Musketeer Goblin Cage
P.E.K.K.A Tombstone Musketeer Goblin Cage
P.E.K.K.A Goblin Cage The Log
P.E.K.K.A Skeletons Tombstone Goblin Cage
Musketeer Goblin Cage
Tombstone Skeletons Musketeer Goblin Cage P.E.K.K.A The Log
Musketeer Goblin Cage 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.)

Musketeer The Log
Musketeer The Log
The Log
Musketeer The Log
The Log
Musketeer
Musketeer The Log
The Log
The Log
Musketeer
Musketeer The Log
Musketeer
Musketeer The Log
Musketeer
Musketeer The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log
Musketeer The Log
Musketeer The Log
Musketeer The Log
The Log
The Log Musketeer
Musketeer The Log
Musketeer The Log
Musketeer
Musketeer
Musketeer The Log
P.E.K.K.A
The Log
Tombstone Musketeer
Musketeer
The Log
Musketeer
The Log Musketeer
Musketeer P.E.K.K.A
Musketeer The Log
Musketeer
Musketeer The Log

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