My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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 Witch

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.

Musketeer Giant Witch P.E.K.K.A

Offensive cards

Win conditions

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

Hog Rider Giant

Damage spells

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

Arrows Rocket

Punishments

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

Hog Rider Giant

Pump responses

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

Rocket

Dropped at the bridge

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

Hog Rider Giant 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.

Hog Rider

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
Hog Rider Giant Guards
Giant Snowball
Musketeer Hog Rider Guards Witch
Zap
Guards Witch
Barbarian Barrel
Musketeer Guards Witch
The Log
Musketeer Hog Rider Guards Witch
Earthquake
Hog Rider Guards Witch
Arrows
Guards Witch
Royal Delivery
Musketeer Hog Rider Guards Witch P.E.K.K.A
Fireball
Musketeer Hog Rider Witch
Poison
Musketeer Guards Witch
Lightning
Musketeer Witch
Rocket
Musketeer Hog Rider Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket

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 Rocket Guards 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 Witch

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.

Arrows Guards Musketeer Hog Rider Giant Witch Rocket P.E.K.K.A

Shortest cycle

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

14 Arrows Guards Musketeer Hog Rider

Attack Synergies 5 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.

Arrows
Hog Rider Giant P.E.K.K.A
Musketeer
Hog Rider Giant P.E.K.K.A
Hog Rider
Arrows Musketeer Giant Rocket Guards Witch
Giant
Arrows Musketeer Hog Rider Rocket Guards Witch
Rocket
Hog Rider Giant
Guards
Hog Rider Giant
Witch
Hog Rider Giant P.E.K.K.A
P.E.K.K.A
Arrows Musketeer Witch

Defense Synergies 1 3

Arrows
P.E.K.K.A
Musketeer
Guards P.E.K.K.A
Hog Rider
Giant
Rocket
Guards
Musketeer Witch
Witch
Guards
P.E.K.K.A
Arrows Musketeer

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.

Rocket Musketeer
P.E.K.K.A Musketeer Witch
Rocket Witch P.E.K.K.A Musketeer
Witch P.E.K.K.A Musketeer Guards
Arrows Rocket P.E.K.K.A
Arrows Musketeer Guards
Musketeer Rocket Arrows Witch
Rocket Arrows Musketeer P.E.K.K.A
Witch P.E.K.K.A Musketeer
Guards Musketeer
Guards Witch Arrows Musketeer
Arrows Musketeer Witch
P.E.K.K.A Musketeer Rocket Guards Witch
Rocket Arrows Guards Witch P.E.K.K.A
P.E.K.K.A
Rocket P.E.K.K.A
Arrows Musketeer Witch P.E.K.K.A
Arrows Musketeer Guards Witch
Arrows Witch Musketeer Guards
P.E.K.K.A Musketeer
Arrows Musketeer Guards Witch P.E.K.K.A

Counters to secondary win conditions

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

Guards Witch P.E.K.K.A
Arrows Musketeer Rocket
Guards P.E.K.K.A Musketeer Rocket Witch
Rocket Guards P.E.K.K.A Musketeer
P.E.K.K.A Musketeer Guards Witch
Arrows Rocket Musketeer Witch
Rocket Guards P.E.K.K.A Musketeer Witch
P.E.K.K.A
Rocket P.E.K.K.A Witch
Witch P.E.K.K.A Musketeer Guards
P.E.K.K.A Musketeer Guards Witch
Rocket P.E.K.K.A Arrows Guards
Rocket P.E.K.K.A Guards Witch
Musketeer Witch
Guards Witch Musketeer Rocket P.E.K.K.A
Arrows Musketeer Witch 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 Musketeer Rocket Guards
Arrows Musketeer
Rocket Arrows
Arrows Musketeer Rocket Guards
Rocket Arrows
Arrows Musketeer Rocket Witch
Arrows Musketeer Witch
Arrows
Arrows
Rocket Musketeer Guards
Rocket Arrows Musketeer
Arrows Musketeer Rocket
Rocket Musketeer
Arrows Musketeer Rocket
Arrows Musketeer
Rocket Arrows Musketeer Witch
Arrows Musketeer Rocket
Arrows Rocket
Rocket
Rocket Arrows Musketeer
Rocket Arrows Witch
Rocket Musketeer
Rocket Arrows
Rocket Musketeer
Rocket Arrows Musketeer
Arrows Witch
Witch
Arrows Musketeer Witch
Arrows Musketeer Witch
Rocket Arrows Musketeer
Arrows Musketeer Witch
Rocket Musketeer Guards Witch
Arrows Musketeer Rocket
Rocket Arrows
P.E.K.K.A
Rocket Arrows
Musketeer Rocket Guards Witch
Rocket Arrows Musketeer Witch
Arrows
Musketeer Rocket
Arrows Musketeer
Rocket Arrows
Musketeer P.E.K.K.A
Musketeer Rocket Guards Witch
Musketeer Rocket Witch
Musketeer Rocket Witch

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