My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Three Musketeers Baby Dragon

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.

Knight Three Musketeers 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.

Three Musketeers

Damage spells

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

Arrows Freeze

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 Goblins Knight Baby Dragon 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
Three Musketeers
Giant Snowball
Fire Spirit Goblins Three Musketeers Baby Dragon
Zap
Fire Spirit Goblins Three Musketeers
Barbarian Barrel
Fire Spirit Goblins Knight Three Musketeers
The Log
Fire Spirit Goblins Three Musketeers
Earthquake
Arrows
Fire Spirit Goblins
Royal Delivery
Fire Spirit Goblins Knight Three Musketeers Baby Dragon P.E.K.K.A
Fireball
Three Musketeers Baby Dragon
Poison
Three Musketeers
Lightning
Knight Three Musketeers Baby Dragon
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Baby Dragon Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Baby Dragon Freeze

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 Arrows Knight Baby Dragon Freeze 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.

Fire Spirit Goblins 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Goblins Arrows Knight Baby Dragon Freeze P.E.K.K.A Three Musketeers

Shortest cycle

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

9 Fire Spirit Goblins Arrows Knight

Attack Synergies 4 7

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
P.E.K.K.A Knight Three Musketeers Baby Dragon
Goblins
Baby Dragon
Arrows
P.E.K.K.A Knight Freeze
Knight
Three Musketeers Baby Dragon Fire Spirit Arrows
Three Musketeers
Knight Fire Spirit
Baby Dragon
Knight Fire Spirit Goblins P.E.K.K.A
Freeze
Arrows
P.E.K.K.A
Fire Spirit Arrows Baby Dragon

Defense Synergies 1 8

Fire Spirit
Knight P.E.K.K.A
Goblins
Knight Freeze
Arrows
Knight P.E.K.K.A
Knight
Fire Spirit Goblins Arrows Three Musketeers Baby Dragon
Three Musketeers
Knight
Baby Dragon
Knight P.E.K.K.A
Freeze
Goblins
P.E.K.K.A
Fire Spirit Arrows 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.

Knight Baby Dragon
P.E.K.K.A Goblins Knight Three Musketeers
Three Musketeers P.E.K.K.A Fire Spirit Goblins Knight Freeze
Three Musketeers P.E.K.K.A Goblins Knight
Arrows P.E.K.K.A
Arrows Freeze Fire Spirit Goblins Baby Dragon
Three Musketeers Fire Spirit Arrows Baby Dragon Freeze
Arrows Baby Dragon P.E.K.K.A
Three Musketeers P.E.K.K.A Goblins
Knight Fire Spirit Goblins
Goblins Arrows Knight Baby Dragon Freeze
Arrows Three Musketeers Baby Dragon
P.E.K.K.A Fire Spirit Knight Three Musketeers Freeze
Fire Spirit Three Musketeers Goblins Arrows Baby Dragon Freeze P.E.K.K.A
P.E.K.K.A Knight Three Musketeers
Three Musketeers Freeze P.E.K.K.A
Three Musketeers Goblins Arrows Knight P.E.K.K.A
Fire Spirit Arrows Goblins Knight Three Musketeers Baby Dragon
Arrows Baby Dragon Freeze Fire Spirit Knight
P.E.K.K.A Three Musketeers
Fire Spirit Goblins Arrows Knight 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.

Knight Goblins P.E.K.K.A
Arrows Knight Baby Dragon
P.E.K.K.A Goblins Knight
P.E.K.K.A Knight
P.E.K.K.A Knight Three Musketeers
Fire Spirit Arrows Three Musketeers Baby Dragon Freeze
P.E.K.K.A Goblins Knight
P.E.K.K.A Knight
Freeze P.E.K.K.A Goblins Knight Baby Dragon
P.E.K.K.A Three Musketeers
P.E.K.K.A Knight
P.E.K.K.A Arrows
P.E.K.K.A Knight Three Musketeers
Three Musketeers Baby Dragon
Goblins Knight Three Musketeers Baby Dragon Freeze P.E.K.K.A
Arrows Baby Dragon Freeze 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.)

Arrows Knight Baby Dragon Freeze
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Knight Freeze
Fire Spirit Arrows Baby Dragon
Arrows Fire Spirit Baby Dragon Freeze
Fire Spirit Arrows Baby Dragon
Arrows Fire Spirit Baby Dragon Freeze
Arrows
Fire Spirit Goblins Three Musketeers
Arrows Knight
Fire Spirit Arrows Baby Dragon
Fire Spirit Knight Three Musketeers Baby Dragon
Arrows Baby Dragon Freeze
Arrows Baby Dragon
Arrows Three Musketeers Baby Dragon
Arrows Three Musketeers Baby Dragon
Arrows Three Musketeers Freeze
Fire Spirit Arrows Three Musketeers Baby Dragon
Fire Spirit Arrows Baby Dragon
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Freeze Fire Spirit Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Fire Spirit Arrows Baby Dragon
Freeze
Arrows
Arrows Freeze
P.E.K.K.A
Arrows
Fire Spirit Freeze
Fire Spirit Arrows Three Musketeers Baby Dragon
Freeze
Arrows
Knight Three Musketeers Baby Dragon
Arrows Baby Dragon
Arrows
Three Musketeers P.E.K.K.A
Baby Dragon Freeze
Baby Dragon Freeze

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