My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Elixir Golem

Deck tips

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

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.

Bats Musketeer Inferno Tower Baby Dragon

Defensive buildings

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

Inferno Tower

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 Baby Dragon 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

Damage spells

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

Earthquake Fireball

Punishments

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

Hog Rider

Pump responses

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

Earthquake Fireball

Dropped at the bridge

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

Hog Rider Baby Dragon 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
Bats Hog Rider
Giant Snowball
Bats Musketeer Hog Rider Baby Dragon
Zap
Bats Inferno Tower
Barbarian Barrel
Musketeer Inferno Tower
The Log
Musketeer Hog Rider
Earthquake
Hog Rider Inferno Tower
Arrows
Bats
Royal Delivery
Bats Musketeer Hog Rider Baby Dragon P.E.K.K.A
Fireball
Musketeer Hog Rider Inferno Tower Baby Dragon
Poison
Bats Musketeer Inferno Tower
Lightning
Musketeer Inferno Tower Baby Dragon
Rocket
Musketeer Hog Rider Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Fireball Baby Dragon

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 Inferno Tower Baby Dragon 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.

Fireball

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.

Fireball 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.

Bats Earthquake Fireball Musketeer Hog Rider Baby Dragon Inferno Tower P.E.K.K.A

Shortest cycle

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

13 Bats Earthquake Fireball Musketeer

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.

Bats
Hog Rider Baby Dragon P.E.K.K.A
Earthquake
Hog Rider Fireball P.E.K.K.A
Fireball
Hog Rider Earthquake Baby Dragon
Musketeer
Hog Rider Baby Dragon P.E.K.K.A
Hog Rider
Bats Earthquake Fireball Musketeer Baby Dragon
Inferno Tower
Baby Dragon
Bats Fireball Musketeer Hog Rider P.E.K.K.A
P.E.K.K.A
Bats Earthquake Musketeer Baby Dragon

Defense Synergies 0 14

Bats
Earthquake Musketeer Inferno Tower Baby Dragon P.E.K.K.A
Earthquake
Bats Fireball Inferno Tower
Fireball
Earthquake Musketeer Inferno Tower
Musketeer
Bats Fireball Inferno Tower Baby Dragon P.E.K.K.A
Hog Rider
Inferno Tower
Bats Earthquake Fireball Musketeer Baby Dragon
Baby Dragon
Bats Musketeer Inferno Tower P.E.K.K.A
P.E.K.K.A
Bats Musketeer Baby Dragon

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.

Earthquake Fireball Musketeer Inferno Tower Baby Dragon
Inferno Tower P.E.K.K.A Bats Musketeer
Inferno Tower P.E.K.K.A Bats Musketeer
Inferno Tower P.E.K.K.A Bats Musketeer
Earthquake Fireball P.E.K.K.A
Fireball Bats Earthquake Musketeer Baby Dragon
Bats Musketeer Inferno Tower Fireball Baby Dragon
Earthquake Fireball Musketeer Inferno Tower Baby Dragon P.E.K.K.A
Inferno Tower P.E.K.K.A Musketeer
Musketeer Inferno Tower
Bats Earthquake Fireball Musketeer Baby Dragon
Musketeer Inferno Tower Bats Fireball Baby Dragon
Inferno Tower P.E.K.K.A Bats Earthquake Fireball Musketeer
Fireball Bats Earthquake Baby Dragon P.E.K.K.A
Inferno Tower P.E.K.K.A
Inferno Tower Fireball P.E.K.K.A
Bats Fireball Musketeer Inferno Tower P.E.K.K.A
Fireball Bats Musketeer Baby Dragon
Earthquake Baby Dragon Bats Fireball Musketeer
P.E.K.K.A Musketeer Inferno Tower
Bats Earthquake Fireball Musketeer Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

Fireball Inferno Tower P.E.K.K.A
Fireball Musketeer Baby Dragon
P.E.K.K.A Bats Musketeer Inferno Tower
P.E.K.K.A Bats Fireball Musketeer Inferno Tower
Inferno Tower P.E.K.K.A Musketeer
Fireball Bats Musketeer Baby Dragon
P.E.K.K.A Bats Fireball Musketeer Inferno Tower
Inferno Tower P.E.K.K.A
P.E.K.K.A Bats Fireball Inferno Tower Baby Dragon
Inferno Tower P.E.K.K.A Musketeer
P.E.K.K.A Bats Musketeer Inferno Tower
P.E.K.K.A Fireball
P.E.K.K.A Fireball Inferno Tower
Fireball Musketeer Baby Dragon
Inferno Tower Bats Fireball Musketeer Baby Dragon P.E.K.K.A
Bats Earthquake Fireball Musketeer Inferno Tower Baby Dragon 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.)

Earthquake Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Earthquake Fireball Baby Dragon
Earthquake Fireball Musketeer
Fireball Earthquake Baby Dragon
Fireball Bats Musketeer Baby Dragon
Earthquake Musketeer Baby Dragon
Earthquake Fireball Baby Dragon
Fireball
Bats Fireball Musketeer
Earthquake Fireball Musketeer
Fireball Musketeer Baby Dragon
Earthquake Fireball Musketeer Baby Dragon
Earthquake Fireball Musketeer Baby Dragon
Earthquake Fireball Musketeer Baby Dragon
Earthquake Fireball Musketeer Baby Dragon
Earthquake Fireball Musketeer Baby Dragon
Earthquake Fireball
Bats
Earthquake Fireball Musketeer Baby Dragon
Earthquake Fireball Baby Dragon
Earthquake Fireball Musketeer Baby Dragon
Fireball
Musketeer
Earthquake Fireball Musketeer Baby Dragon
Earthquake Fireball Baby Dragon
Fireball Earthquake Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Fireball Musketeer Baby Dragon
Bats Fireball Musketeer Baby Dragon
Bats Fireball Musketeer
Fireball
Earthquake Fireball Musketeer
Fireball
P.E.K.K.A
Earthquake Fireball
Earthquake Bats Fireball Musketeer
Fireball Musketeer Baby Dragon
Fireball
Fireball Musketeer Baby Dragon
Earthquake Fireball Musketeer Baby Dragon
Fireball
Musketeer P.E.K.K.A
Bats Fireball Musketeer Baby Dragon
Bats Fireball Musketeer
Fireball Musketeer Baby Dragon

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