My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Great!

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Minions Musketeer Wizard

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 Musketeer Wizard

Offensive cards

Win conditions

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

Missing

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.

Mini P.E.K.K.A

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.

Heal Spirit Mini 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.

Mini 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 Minions
Giant Snowball
Bats Minions Musketeer
Zap
Bats Minions
Barbarian Barrel
Heal Spirit Musketeer Wizard
The Log
Heal Spirit Mini P.E.K.K.A Musketeer
Earthquake
Arrows
Bats Minions Heal Spirit
Royal Delivery
Bats Minions Heal Spirit Mini P.E.K.K.A Musketeer Wizard
Fireball
Minions Musketeer Wizard
Poison
Bats Minions Musketeer Wizard
Lightning
Mini P.E.K.K.A Musketeer Wizard
Rocket
Musketeer Wizard

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

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Arrows Heal Spirit Mini 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.

Minions Heal Spirit Musketeer Wizard

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.

Heal Spirit Bats Zap Arrows Minions Mini P.E.K.K.A Musketeer Wizard

Shortest cycle

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

8 Heal Spirit Bats Zap Arrows

Attack Synergies 1 15

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.

Bats
Zap Minions Mini P.E.K.K.A
Zap
Arrows Bats Minions Heal Spirit Mini P.E.K.K.A Musketeer
Arrows
Zap Mini P.E.K.K.A
Minions
Bats Zap Heal Spirit Mini P.E.K.K.A
Heal Spirit
Zap Minions Mini P.E.K.K.A Musketeer Wizard
Mini P.E.K.K.A
Bats Zap Arrows Minions Heal Spirit Musketeer Wizard
Musketeer
Zap Heal Spirit Mini P.E.K.K.A
Wizard
Heal Spirit Mini P.E.K.K.A

Defense Synergies 1 11

Bats
Zap Minions Mini P.E.K.K.A Musketeer
Zap
Mini P.E.K.K.A Bats Arrows Minions Musketeer
Arrows
Zap Mini P.E.K.K.A
Minions
Bats Zap Musketeer
Heal Spirit
Mini P.E.K.K.A
Zap Bats Arrows Musketeer Wizard
Musketeer
Bats Zap Minions Mini P.E.K.K.A
Wizard
Mini P.E.K.K.A

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 Minions Musketeer Wizard
Mini P.E.K.K.A Bats Zap Minions Musketeer
Mini P.E.K.K.A Bats Minions Musketeer
Mini P.E.K.K.A Bats Minions Musketeer
Arrows Mini P.E.K.K.A
Arrows Bats Zap Minions Musketeer
Bats Minions Musketeer Zap Arrows Wizard
Zap Arrows Musketeer
Mini P.E.K.K.A Minions Musketeer
Mini P.E.K.K.A Musketeer
Bats Minions Zap Arrows Musketeer Wizard
Arrows Minions Musketeer Bats Zap Wizard
Mini P.E.K.K.A Bats Zap Minions Musketeer Wizard
Wizard Bats Zap Arrows Minions Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Mini P.E.K.K.A
Wizard Bats Arrows Minions Mini P.E.K.K.A Musketeer
Arrows Bats Zap Minions Musketeer Wizard
Zap Arrows Wizard Bats Minions Musketeer
Mini P.E.K.K.A Musketeer
Wizard Bats Arrows Minions Mini P.E.K.K.A Musketeer

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap
Zap Arrows Mini P.E.K.K.A Musketeer Wizard
Bats Zap Minions Mini P.E.K.K.A Musketeer
Mini P.E.K.K.A Bats Zap Musketeer
Mini P.E.K.K.A Musketeer
Arrows Wizard Bats Zap Minions Musketeer
Mini P.E.K.K.A Bats Minions Musketeer
Mini P.E.K.K.A
Zap Bats Minions Mini P.E.K.K.A
Musketeer
Bats Minions Mini P.E.K.K.A Musketeer
Zap Arrows
Mini P.E.K.K.A Wizard
Wizard Musketeer
Bats Zap Minions Mini P.E.K.K.A Musketeer
Bats Arrows Minions Zap Mini P.E.K.K.A Musketeer Wizard

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
Arrows Zap Musketeer
Arrows
Arrows Musketeer
Wizard Zap Arrows
Arrows Wizard Bats Zap Minions Musketeer
Arrows Musketeer Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Bats Minions Mini P.E.K.K.A Musketeer
Zap Arrows Musketeer Wizard
Zap Arrows Musketeer Wizard
Musketeer
Arrows Minions Musketeer
Zap Arrows Musketeer
Zap Arrows Musketeer Wizard
Arrows Musketeer Wizard
Arrows
Bats Minions Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Musketeer Wizard
Zap Arrows Wizard
Minions Musketeer
Arrows Wizard
Musketeer
Zap Arrows Musketeer
Zap Arrows Wizard
Arrows Zap Musketeer Wizard
Zap Arrows Musketeer Wizard
Zap Arrows Musketeer
Bats Zap Arrows Musketeer Wizard
Zap Bats Minions Musketeer Wizard
Mini P.E.K.K.A
Zap Arrows Musketeer Wizard
Zap Arrows
Arrows Wizard
Zap Bats Minions Musketeer
Zap Arrows Musketeer Wizard
Arrows
Mini P.E.K.K.A Musketeer Wizard
Arrows Zap Musketeer Wizard
Zap Arrows
Musketeer
Zap Bats Minions Musketeer
Bats Zap Musketeer
Zap Musketeer

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