My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats 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.

Bats Battle Ram 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.

Battle Ram Three Musketeers

Damage spells

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

Zap Poison

Punishments

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

Battle Ram

Pump responses

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

Elixir Collector Poison

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Poison

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.

Bats Battle Ram Elixir Collector Poison 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.

Goblins 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 Bats Zap Battle Ram Poison Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

10 Goblins Bats Zap Battle Ram

Attack Synergies 4 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.

Goblins
Zap Battle Ram
Bats
Zap Battle Ram P.E.K.K.A
Zap
Battle Ram P.E.K.K.A Goblins Bats Three Musketeers Poison
Battle Ram
Zap Poison Goblins Bats Three Musketeers P.E.K.K.A
Elixir Collector
Three Musketeers
Zap Battle Ram
Poison
Battle Ram P.E.K.K.A Zap
P.E.K.K.A
Zap Poison Bats Battle Ram

Defense Synergies 0 7

Goblins
Zap Poison
Bats
Zap P.E.K.K.A
Zap
Goblins Bats Three Musketeers Poison P.E.K.K.A
Battle Ram
Elixir Collector
Three Musketeers
Zap
Poison
Goblins Zap
P.E.K.K.A
Bats Zap

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
P.E.K.K.A Goblins Bats Zap Three Musketeers
Three Musketeers P.E.K.K.A Goblins Bats
Three Musketeers P.E.K.K.A Goblins Bats
Poison P.E.K.K.A
Goblins Bats Zap
Bats Three Musketeers Zap Poison
Zap Poison P.E.K.K.A
Three Musketeers P.E.K.K.A Goblins
Goblins
Goblins Bats Poison Zap
Three Musketeers Bats Zap Poison
P.E.K.K.A Bats Zap Three Musketeers
Three Musketeers Goblins Bats Zap Poison P.E.K.K.A
P.E.K.K.A Three Musketeers
Zap Three Musketeers P.E.K.K.A
Three Musketeers Goblins Bats Poison P.E.K.K.A
Goblins Bats Zap Three Musketeers
Zap Poison Bats
P.E.K.K.A Three Musketeers
Goblins Bats Poison 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
Poison Zap
P.E.K.K.A Goblins Bats Zap
P.E.K.K.A Bats Zap
P.E.K.K.A Three Musketeers
Poison Bats Zap Three Musketeers
P.E.K.K.A Goblins Bats
P.E.K.K.A
Zap P.E.K.K.A Goblins Bats Poison
P.E.K.K.A Three Musketeers
P.E.K.K.A Bats
P.E.K.K.A Zap Poison
P.E.K.K.A Three Musketeers
Three Musketeers
Goblins Bats Zap Three Musketeers Poison P.E.K.K.A
Bats Poison Zap 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.)

Poison
Poison Zap
Poison
Poison
Poison Zap
Poison Bats Zap
Poison
Poison Zap
Poison Zap
Goblins Bats Three Musketeers Poison
Poison Zap
Poison Zap
Poison Three Musketeers
Poison
Zap Poison
Zap Three Musketeers Poison
Three Musketeers Poison
Three Musketeers Poison
Bats
Zap Three Musketeers Poison
Zap Poison
Poison
Poison
Zap Poison
Zap Poison
Poison Zap
Zap Poison
Poison Zap
Poison Bats Zap
Zap Bats Poison
Poison Zap
Zap Poison
P.E.K.K.A
Poison
Zap Bats
Poison Zap Three Musketeers
Poison Three Musketeers
Zap Poison
Zap Poison
Three Musketeers P.E.K.K.A
Zap Bats Poison
Bats Zap Poison
Poison Zap

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