My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 Goblin Hut Inferno Dragon Ram Rider

Defensive buildings

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

Goblin Hut

Investments

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

Skeletons Knight Musketeer Goblin Hut P.E.K.K.A Inferno Dragon Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows

Punishments

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

Ram Rider

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.

Knight P.E.K.K.A Ram Rider

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.

Ram 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
Skeletons Inferno Dragon Ram Rider
Giant Snowball
Skeletons Musketeer Goblin Hut Inferno Dragon Ram Rider
Zap
Skeletons Goblin Hut Inferno Dragon Ram Rider
Barbarian Barrel
Skeletons Knight Musketeer Goblin Hut
The Log
Skeletons Musketeer Goblin Hut Ram Rider
Earthquake
Skeletons Goblin Hut
Arrows
Skeletons Goblin Hut
Royal Delivery
Skeletons Knight Musketeer Goblin Hut P.E.K.K.A Inferno Dragon Ram Rider
Fireball
Musketeer Goblin Hut Inferno Dragon Ram Rider
Poison
Musketeer Goblin Hut
Lightning
Knight Musketeer Goblin Hut Inferno Dragon Ram Rider
Rocket
Musketeer Goblin Hut Inferno Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Knight P.E.K.K.A Inferno Dragon

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Arrows Knight Musketeer Inferno Dragon Goblin Hut Ram Rider P.E.K.K.A

Shortest cycle

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

11 Skeletons Arrows Knight Musketeer

Attack Synergies 2 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
Arrows
P.E.K.K.A Knight Ram Rider
Knight
Musketeer Arrows Goblin Hut Ram Rider
Musketeer
Knight Goblin Hut P.E.K.K.A Ram Rider
Goblin Hut
Knight Musketeer Ram Rider
P.E.K.K.A
Arrows Musketeer Ram Rider
Inferno Dragon
Ram Rider
Arrows Knight Musketeer Goblin Hut P.E.K.K.A

Defense Synergies 2 12

Skeletons
Musketeer Knight Goblin Hut P.E.K.K.A Inferno Dragon Ram Rider
Arrows
Knight Goblin Hut P.E.K.K.A
Knight
Musketeer Skeletons Arrows Goblin Hut
Musketeer
Skeletons Knight Goblin Hut P.E.K.K.A Ram Rider
Goblin Hut
Skeletons Arrows Knight Musketeer
P.E.K.K.A
Skeletons Arrows Musketeer
Inferno Dragon
Skeletons
Ram Rider
Skeletons 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.

Knight Musketeer Goblin Hut Ram Rider
P.E.K.K.A Inferno Dragon Skeletons Knight Musketeer Goblin Hut Ram Rider
Goblin Hut P.E.K.K.A Ram Rider Skeletons Knight Musketeer Inferno Dragon
Goblin Hut P.E.K.K.A Inferno Dragon Skeletons Knight Musketeer Ram Rider
Arrows P.E.K.K.A
Arrows Skeletons Musketeer
Musketeer Inferno Dragon Ram Rider Arrows Goblin Hut
Arrows Musketeer P.E.K.K.A Ram Rider
P.E.K.K.A Inferno Dragon Skeletons Musketeer Goblin Hut
Knight Skeletons Musketeer
Skeletons Arrows Knight Musketeer Goblin Hut Ram Rider
Arrows Musketeer Inferno Dragon Goblin Hut Ram Rider
Goblin Hut P.E.K.K.A Skeletons Knight Musketeer Ram Rider
Arrows Goblin Hut P.E.K.K.A
P.E.K.K.A Inferno Dragon Knight Goblin Hut Ram Rider
Goblin Hut P.E.K.K.A Inferno Dragon Ram Rider
Skeletons Arrows Knight Musketeer Goblin Hut P.E.K.K.A
Arrows Knight Musketeer Goblin Hut Ram Rider
Arrows Knight Musketeer Goblin Hut Inferno Dragon Ram Rider
P.E.K.K.A Musketeer Goblin Hut Inferno Dragon Ram Rider
Arrows Knight Musketeer P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeletons Goblin Hut P.E.K.K.A
Arrows Knight Musketeer Inferno Dragon
P.E.K.K.A Skeletons Knight Musketeer Goblin Hut Ram Rider
P.E.K.K.A Knight Musketeer Ram Rider
P.E.K.K.A Skeletons Knight Musketeer Goblin Hut Inferno Dragon Ram Rider
Arrows Skeletons Musketeer Goblin Hut Ram Rider
P.E.K.K.A Skeletons Knight Musketeer Goblin Hut Ram Rider
P.E.K.K.A Knight Inferno Dragon
P.E.K.K.A Skeletons Knight Goblin Hut Inferno Dragon
P.E.K.K.A Skeletons Musketeer Goblin Hut Inferno Dragon
P.E.K.K.A Inferno Dragon Knight Musketeer Goblin Hut
P.E.K.K.A Arrows
P.E.K.K.A Skeletons Knight Ram Rider
Musketeer
Goblin Hut Skeletons Knight Musketeer P.E.K.K.A Inferno Dragon
Arrows Musketeer Goblin Hut P.E.K.K.A Inferno Dragon

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 Knight Musketeer
Arrows Musketeer Ram Rider
Arrows Goblin Hut
Arrows Knight Musketeer
Arrows
Arrows Musketeer Ram Rider
Arrows Musketeer
Arrows Ram Rider
Arrows Ram Rider
Musketeer
Arrows Knight Musketeer Ram Rider
Arrows Musketeer
Knight Musketeer Goblin Hut
Arrows Musketeer
Arrows Musketeer Goblin Hut
Arrows Musketeer Goblin Hut
Arrows Musketeer Goblin Hut
Arrows
Arrows Musketeer
Arrows
Musketeer
Arrows
Musketeer
Arrows Musketeer
Arrows
Inferno Dragon
Arrows Musketeer Ram Rider
Arrows Musketeer Ram Rider
Arrows Musketeer
Arrows Musketeer
Musketeer Goblin Hut
Arrows Musketeer
Arrows
P.E.K.K.A
Arrows
Musketeer Goblin Hut
Arrows Musketeer Ram Rider
Arrows
Knight Musketeer
Arrows Musketeer
Arrows
Musketeer P.E.K.K.A
Musketeer
Musketeer
Musketeer

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