My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Ram Rider

Deck tips

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

Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Archers Goblin Gang 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.

Skeletons Archers Musketeer Battle Ram Wizard 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

Damage spells

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

Fireball

Punishments

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

Goblin Gang Battle Ram

Pump responses

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

Fireball

Dropped at the bridge

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

Goblin Gang 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
Skeletons Archers Goblin Gang Battle Ram
Giant Snowball
Skeletons Archers Goblin Gang Musketeer Battle Ram
Zap
Skeletons Archers Goblin Gang Battle Ram
Barbarian Barrel
Skeletons Archers Goblin Gang Musketeer Battle Ram Wizard
The Log
Skeletons Archers Goblin Gang Musketeer Battle Ram
Earthquake
Skeletons Archers Goblin Gang
Arrows
Skeletons Archers Goblin Gang
Royal Delivery
Skeletons Archers Goblin Gang Musketeer Battle Ram Wizard P.E.K.K.A
Fireball
Archers Goblin Gang Musketeer Battle Ram Wizard
Poison
Archers Goblin Gang Musketeer Wizard
Lightning
Musketeer Battle Ram Wizard
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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.

Battle Ram 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.

Goblin Gang Fireball 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.

Skeletons Archers Goblin Gang Fireball Musketeer Battle Ram Wizard P.E.K.K.A

Shortest cycle

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

11 Skeletons Archers Goblin Gang Fireball

Attack Synergies 0 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
Archers
Battle Ram P.E.K.K.A
Goblin Gang
Battle Ram P.E.K.K.A
Fireball
Battle Ram
Musketeer
Battle Ram P.E.K.K.A
Battle Ram
Archers Goblin Gang Fireball Musketeer P.E.K.K.A
Wizard
P.E.K.K.A
P.E.K.K.A
Archers Goblin Gang Musketeer Battle Ram Wizard

Defense Synergies 2 9

Skeletons
Musketeer Archers Wizard P.E.K.K.A
Archers
Skeletons Goblin Gang P.E.K.K.A
Goblin Gang
Musketeer Archers P.E.K.K.A
Fireball
Musketeer
Musketeer
Skeletons Goblin Gang Fireball P.E.K.K.A
Battle Ram
Wizard
Skeletons P.E.K.K.A
P.E.K.K.A
Skeletons Archers Goblin Gang Musketeer Wizard

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.

Fireball Musketeer Wizard
P.E.K.K.A Skeletons Goblin Gang Musketeer
Goblin Gang P.E.K.K.A Skeletons Archers Musketeer
P.E.K.K.A Skeletons Goblin Gang Musketeer
Fireball P.E.K.K.A
Goblin Gang Fireball Skeletons Archers Musketeer
Musketeer Archers Goblin Gang Fireball Wizard
Fireball Musketeer P.E.K.K.A
P.E.K.K.A Skeletons Goblin Gang Musketeer
Goblin Gang Skeletons Archers Musketeer
Archers Goblin Gang Skeletons Fireball Musketeer Wizard
Musketeer Archers Goblin Gang Fireball Wizard
P.E.K.K.A Skeletons Goblin Gang Fireball Musketeer Wizard
Fireball Wizard Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang
Goblin Gang Fireball P.E.K.K.A
Wizard Skeletons Goblin Gang Fireball Musketeer P.E.K.K.A
Fireball Archers Goblin Gang Musketeer Wizard
Wizard Archers Fireball Musketeer
P.E.K.K.A Musketeer
Goblin Gang Wizard Archers Fireball Musketeer P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Skeletons Archers Fireball P.E.K.K.A
Fireball Archers Goblin Gang Musketeer Wizard
Goblin Gang P.E.K.K.A Skeletons Musketeer
Goblin Gang P.E.K.K.A Fireball Musketeer
P.E.K.K.A Skeletons Goblin Gang Musketeer
Fireball Wizard Skeletons Archers Goblin Gang Musketeer
Goblin Gang P.E.K.K.A Skeletons Archers Fireball Musketeer
P.E.K.K.A
P.E.K.K.A Skeletons Fireball
P.E.K.K.A Skeletons Goblin Gang Musketeer
P.E.K.K.A Musketeer
P.E.K.K.A Fireball
P.E.K.K.A Skeletons Goblin Gang Fireball Wizard
Wizard Archers Fireball Musketeer
Goblin Gang Skeletons Archers Fireball Musketeer P.E.K.K.A
Archers Fireball Musketeer Wizard 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.)

Fireball Musketeer
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball Wizard
Fireball Wizard Musketeer
Archers Musketeer Wizard
Fireball Wizard
Fireball Wizard
Goblin Gang Fireball Musketeer
Fireball Musketeer Wizard
Fireball Archers Musketeer Wizard
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer Wizard
Fireball Musketeer Wizard
Fireball
Archers Fireball Musketeer Wizard
Fireball Wizard
Fireball Musketeer
Fireball Wizard
Musketeer
Fireball Musketeer
Fireball Wizard
Fireball Musketeer Wizard
Fireball Musketeer Wizard
Fireball Musketeer
Archers Fireball Musketeer Wizard
Fireball Musketeer Wizard
Fireball
Fireball Musketeer Wizard
Fireball
P.E.K.K.A
Fireball Wizard
Archers Goblin Gang Fireball Musketeer
Fireball Archers Musketeer Wizard
Fireball
Fireball Goblin Gang Musketeer Wizard
Fireball Musketeer Wizard
Fireball
Musketeer P.E.K.K.A
Goblin Gang Fireball Musketeer
Fireball Musketeer
Fireball Musketeer

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