My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Goblin Giant Mega Knight

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minion Horde 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.

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.

Arrows The Log

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

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

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 Battle Ram Elixir Collector 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.

Minion Horde 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Guards Battle Ram Minion Horde Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

12 The Log Arrows Guards Battle Ram

Attack Synergies 2 8

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
P.E.K.K.A Battle Ram
Minion Horde
Battle Ram
Battle Ram
The Log Arrows Minion Horde Three Musketeers P.E.K.K.A
Elixir Collector
Three Musketeers
Battle Ram Guards The Log
Guards
Three Musketeers The Log
P.E.K.K.A
Arrows Battle Ram The Log
The Log
Battle Ram Three Musketeers Guards P.E.K.K.A

Defense Synergies 1 4

Arrows
P.E.K.K.A
Minion Horde
The Log
Battle Ram
Elixir Collector
Three Musketeers
The Log
Guards
The Log
P.E.K.K.A
The Log Arrows
The Log
P.E.K.K.A Minion Horde Three Musketeers Guards

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.

Minion Horde The Log
Minion Horde P.E.K.K.A Three Musketeers The Log
Minion Horde Three Musketeers P.E.K.K.A
Minion Horde Three Musketeers P.E.K.K.A Guards
Arrows P.E.K.K.A The Log
Arrows The Log Guards
Minion Horde Three Musketeers Arrows
Arrows P.E.K.K.A The Log
Minion Horde Three Musketeers P.E.K.K.A
Guards Minion Horde
Minion Horde Guards Arrows The Log
Arrows Minion Horde Three Musketeers
Minion Horde P.E.K.K.A Three Musketeers Guards The Log
Three Musketeers Arrows Minion Horde Guards P.E.K.K.A The Log
P.E.K.K.A Minion Horde Three Musketeers
Minion Horde Three Musketeers P.E.K.K.A The Log
Minion Horde Three Musketeers Arrows P.E.K.K.A
Arrows Minion Horde Three Musketeers Guards The Log
Arrows The Log Guards
P.E.K.K.A Three Musketeers
Arrows Minion Horde Guards P.E.K.K.A The Log

Counters to secondary win conditions

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

Guards P.E.K.K.A
Arrows The Log
Guards P.E.K.K.A Minion Horde The Log
Guards P.E.K.K.A Minion Horde The Log
P.E.K.K.A Minion Horde Three Musketeers Guards
Arrows Minion Horde Three Musketeers
Guards P.E.K.K.A Minion Horde
P.E.K.K.A Minion Horde
Minion Horde P.E.K.K.A The Log
P.E.K.K.A Minion Horde Three Musketeers Guards
P.E.K.K.A Minion Horde Guards
P.E.K.K.A Arrows Guards The Log
P.E.K.K.A Minion Horde Three Musketeers Guards
Minion Horde Three Musketeers
Guards Minion Horde Three Musketeers P.E.K.K.A The Log
Arrows Minion Horde P.E.K.K.A The Log

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 Minion Horde Guards The Log
Arrows The Log
Arrows Minion Horde The Log
Arrows Guards The Log
Arrows Minion Horde The Log
Arrows Minion Horde
Arrows Minion Horde The Log
Arrows The Log
Arrows The Log
Minion Horde Three Musketeers Guards
Arrows Minion Horde The Log
Arrows
Three Musketeers The Log
Arrows Minion Horde
Arrows The Log
Arrows Minion Horde Three Musketeers The Log
Arrows Minion Horde Three Musketeers The Log
Arrows Three Musketeers
Minion Horde
Arrows Three Musketeers The Log
Arrows The Log
Minion Horde The Log
Arrows
The Log
Arrows Minion Horde The Log
Arrows The Log
Minion Horde
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Minion Horde
Minion Horde Guards
Minion Horde
Arrows Minion Horde The Log
Arrows Minion Horde
P.E.K.K.A Minion Horde
Arrows The Log
Minion Horde Guards
Arrows Three Musketeers
Arrows The Log
Minion Horde Three Musketeers
Arrows The Log
Arrows
Minion Horde Three Musketeers P.E.K.K.A
Minion Horde Guards The Log
The Log

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