My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Rascals

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Musketeer

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.

Bomber Bats Royal Giant Musketeer

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap The Log

Punishments

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

Royal Giant 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap The Log

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.

Fire Spirit Bats Mini 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.

Royal Giant

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.

Fire Spirit 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Bats Zap The Log Mini P.E.K.K.A Musketeer Royal Giant

Shortest cycle

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

7 Fire Spirit Bomber Bats Zap

Attack Synergies 3 16

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.

Fire Spirit
Royal Giant Zap Mini P.E.K.K.A
Bomber
Royal Giant Bats Zap Mini P.E.K.K.A
Bats
Royal Giant Bomber Zap Mini P.E.K.K.A
Zap
Fire Spirit Bomber Bats Royal Giant Mini P.E.K.K.A Musketeer The Log
Royal Giant
Fire Spirit Bomber Bats Zap Musketeer The Log
Mini P.E.K.K.A
Fire Spirit Bomber Bats Zap Musketeer The Log
Musketeer
Zap Royal Giant Mini P.E.K.K.A The Log
The Log
Zap Royal Giant Mini P.E.K.K.A Musketeer

Defense Synergies 3 14

Fire Spirit
Zap Mini P.E.K.K.A The Log
Bomber
Bats Zap Mini P.E.K.K.A The Log
Bats
Bomber Zap Mini P.E.K.K.A Musketeer The Log
Zap
Mini P.E.K.K.A Fire Spirit Bomber Bats Musketeer The Log
Royal Giant
Mini P.E.K.K.A
Zap The Log Fire Spirit Bomber Bats Musketeer
Musketeer
The Log Bats Zap Mini P.E.K.K.A
The Log
Mini P.E.K.K.A Musketeer Fire Spirit Bomber Bats Zap

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.

Bomber Zap Musketeer The Log
Mini P.E.K.K.A Bomber Bats Zap Musketeer The Log
Mini P.E.K.K.A Fire Spirit Bomber Bats Musketeer
Mini P.E.K.K.A Bomber Bats Musketeer
Bomber Mini P.E.K.K.A The Log
The Log Fire Spirit Bomber Bats Zap Musketeer
Bats Musketeer Fire Spirit Zap
Zap Musketeer The Log
Mini P.E.K.K.A Musketeer
Fire Spirit Bomber Mini P.E.K.K.A Musketeer
Bats Bomber Zap Musketeer The Log
Musketeer Bats Zap
Mini P.E.K.K.A Fire Spirit Bomber Bats Zap Musketeer The Log
Fire Spirit Bomber Bats Zap Mini P.E.K.K.A The Log
Mini P.E.K.K.A
Zap Mini P.E.K.K.A The Log
Bomber Bats Mini P.E.K.K.A Musketeer
Fire Spirit Bomber Bats Zap Musketeer The Log
Zap The Log Fire Spirit Bomber Bats Musketeer
Mini P.E.K.K.A Musketeer
Bomber Fire Spirit Bats Mini P.E.K.K.A Musketeer The Log

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
Bomber Zap Mini P.E.K.K.A Musketeer The Log
Bats Zap Mini P.E.K.K.A Musketeer The Log
Mini P.E.K.K.A Bats Zap Musketeer The Log
Mini P.E.K.K.A Musketeer
Fire Spirit Bats Zap Musketeer
Mini P.E.K.K.A Bats Musketeer
Mini P.E.K.K.A
Zap Bats Mini P.E.K.K.A The Log
Musketeer
Bats Mini P.E.K.K.A Musketeer
Zap The Log
Mini P.E.K.K.A
Bomber Musketeer
Bomber Bats Zap Mini P.E.K.K.A Musketeer The Log
Bats Bomber Zap Mini P.E.K.K.A Musketeer 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.)

Musketeer The Log
Zap Musketeer The Log
The Log
Musketeer The Log
Bomber Fire Spirit Zap The Log
Fire Spirit Bats Zap Musketeer
Fire Spirit Bomber Musketeer The Log
The Log Fire Spirit Zap
The Log Zap
Fire Spirit Bats Mini P.E.K.K.A Musketeer
Zap Musketeer The Log
Fire Spirit Zap Musketeer
Fire Spirit Musketeer The Log
Musketeer
Zap Musketeer The Log
Bomber Zap Musketeer The Log
Musketeer The Log
Bomber Bats Mini P.E.K.K.A
Fire Spirit Bomber Zap Mini P.E.K.K.A Musketeer The Log
Fire Spirit Bomber Zap The Log
Musketeer The Log
Musketeer The Log
Zap Musketeer The Log
Zap The Log Fire Spirit Bomber
The Log Zap Musketeer
Zap Musketeer The Log
Zap Musketeer The Log
Fire Spirit Bats Zap Musketeer
Zap Bats Musketeer
Mini P.E.K.K.A
Bomber Zap Musketeer The Log
Zap
The Log
Zap Fire Spirit Bats Musketeer
Fire Spirit Zap Musketeer
The Log
Mini P.E.K.K.A Musketeer
The Log Bomber Zap Musketeer
Zap
Musketeer
Zap Bats Musketeer The Log
Bats Zap Musketeer
Zap Musketeer The Log

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