My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Minions Goblin Gang 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.

Bats Battle Ram 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.

Zap

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.

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 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
Bats Minions Goblin Gang Battle Ram Three Musketeers
Giant Snowball
Fire Spirit Bats Minions Goblin Gang Battle Ram Three Musketeers
Zap
Fire Spirit Bats Minions Goblin Gang Battle Ram Three Musketeers
Barbarian Barrel
Fire Spirit Goblin Gang Battle Ram Three Musketeers
The Log
Fire Spirit Goblin Gang Battle Ram Three Musketeers
Earthquake
Goblin Gang
Arrows
Fire Spirit Bats Minions Goblin Gang
Royal Delivery
Fire Spirit Bats Minions Goblin Gang Battle Ram Three Musketeers P.E.K.K.A
Fireball
Minions Goblin Gang Battle Ram Three Musketeers
Poison
Bats Minions Goblin Gang Three Musketeers
Lightning
Battle Ram Three Musketeers
Rocket
Three Musketeers

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 Zap

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 Battle Ram 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 Minions Goblin Gang 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Minions Goblin Gang Battle Ram P.E.K.K.A Three Musketeers

Shortest cycle

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

8 Fire Spirit Bats Zap Minions

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
P.E.K.K.A Zap Battle Ram Three Musketeers
Bats
Zap Minions Battle Ram P.E.K.K.A
Zap
Battle Ram P.E.K.K.A Fire Spirit Bats Minions Three Musketeers
Minions
Bats Zap Battle Ram P.E.K.K.A
Goblin Gang
Battle Ram Three Musketeers P.E.K.K.A
Battle Ram
Zap Fire Spirit Bats Minions Goblin Gang Three Musketeers P.E.K.K.A
Three Musketeers
Fire Spirit Zap Goblin Gang Battle Ram
P.E.K.K.A
Fire Spirit Zap Bats Minions Goblin Gang Battle Ram

Defense Synergies 0 11

Fire Spirit
Zap P.E.K.K.A
Bats
Zap Minions P.E.K.K.A
Zap
Fire Spirit Bats Minions Goblin Gang Three Musketeers P.E.K.K.A
Minions
Bats Zap P.E.K.K.A
Goblin Gang
Zap P.E.K.K.A
Battle Ram
Three Musketeers
Zap
P.E.K.K.A
Fire Spirit Bats Zap Minions Goblin Gang

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.

Zap Minions
P.E.K.K.A Bats Zap Minions Goblin Gang Three Musketeers
Goblin Gang Three Musketeers P.E.K.K.A Fire Spirit Bats Minions
Three Musketeers P.E.K.K.A Bats Minions Goblin Gang
P.E.K.K.A
Goblin Gang Fire Spirit Bats Zap Minions
Bats Minions Three Musketeers Fire Spirit Zap Goblin Gang
Zap P.E.K.K.A
Three Musketeers P.E.K.K.A Minions Goblin Gang
Goblin Gang Fire Spirit
Bats Minions Goblin Gang Zap
Minions Three Musketeers Bats Zap Goblin Gang
P.E.K.K.A Fire Spirit Bats Zap Minions Goblin Gang Three Musketeers
Fire Spirit Three Musketeers Bats Zap Minions Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang Three Musketeers
Zap Goblin Gang Three Musketeers P.E.K.K.A
Three Musketeers Bats Minions Goblin Gang P.E.K.K.A
Fire Spirit Bats Zap Minions Goblin Gang Three Musketeers
Zap Fire Spirit Bats Minions
P.E.K.K.A Three Musketeers
Goblin Gang Fire Spirit Bats Minions 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 Zap P.E.K.K.A
Zap Goblin Gang
Goblin Gang P.E.K.K.A Bats Zap Minions
Goblin Gang P.E.K.K.A Bats Zap
P.E.K.K.A Goblin Gang Three Musketeers
Fire Spirit Bats Zap Minions Goblin Gang Three Musketeers
Goblin Gang P.E.K.K.A Bats Minions
P.E.K.K.A
Zap P.E.K.K.A Bats Minions
P.E.K.K.A Goblin Gang Three Musketeers
P.E.K.K.A Bats Minions
P.E.K.K.A Zap
P.E.K.K.A Goblin Gang Three Musketeers
Three Musketeers
Goblin Gang Bats Zap Minions Three Musketeers P.E.K.K.A
Bats Minions Zap 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.)

Zap
Fire Spirit Zap
Fire Spirit Bats Zap Minions
Fire Spirit
Fire Spirit Zap
Zap
Fire Spirit Bats Minions Goblin Gang Three Musketeers
Zap
Fire Spirit Zap
Fire Spirit Three Musketeers
Minions
Zap
Zap Three Musketeers
Three Musketeers
Three Musketeers
Bats Minions
Fire Spirit Zap Three Musketeers
Fire Spirit Zap
Minions
Zap
Zap Fire Spirit
Zap
Zap
Zap
Fire Spirit Bats Zap
Zap Bats Minions
Zap
Zap
P.E.K.K.A
Zap Fire Spirit Bats Minions Goblin Gang
Fire Spirit Zap Three Musketeers
Goblin Gang Three Musketeers
Zap
Zap
Three Musketeers P.E.K.K.A
Zap Bats Minions Goblin Gang
Bats Zap
Zap

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