My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Musketeer Wizard Electro 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.

Knight Musketeer Wizard P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel

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 Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Fire Spirit Knight 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.

Goblin Barrel Electro Wizard

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
Goblin Barrel
Giant Snowball
Fire Spirit Musketeer Goblin Barrel
Zap
Fire Spirit Goblin Barrel
Barbarian Barrel
Fire Spirit Knight Musketeer Wizard Goblin Barrel Electro Wizard
The Log
Fire Spirit Musketeer Goblin Barrel
Earthquake
Goblin Barrel
Arrows
Fire Spirit Goblin Barrel
Royal Delivery
Fire Spirit Knight Musketeer Wizard Goblin Barrel P.E.K.K.A Electro Wizard
Fireball
Musketeer Wizard Goblin Barrel Electro Wizard
Poison
Musketeer Wizard Electro Wizard
Lightning
Knight Musketeer Wizard Electro Wizard
Rocket
Musketeer Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Wizard

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 Knight 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.

Goblin Barrel

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 Wizard Goblin Barrel Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Knight Goblin Barrel Musketeer Electro Wizard Wizard P.E.K.K.A

Shortest cycle

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

9 Fire Spirit Zap Knight Goblin Barrel

Attack Synergies 6 10

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 Knight Goblin Barrel
Zap
P.E.K.K.A Electro Wizard Fire Spirit Knight Musketeer
Knight
Musketeer Goblin Barrel Fire Spirit Zap Wizard Electro Wizard
Musketeer
Knight Zap P.E.K.K.A
Wizard
Knight P.E.K.K.A
Goblin Barrel
Knight Fire Spirit P.E.K.K.A
P.E.K.K.A
Fire Spirit Zap Electro Wizard Musketeer Wizard Goblin Barrel
Electro Wizard
Zap P.E.K.K.A Knight

Defense Synergies 4 12

Fire Spirit
Knight Zap P.E.K.K.A Electro Wizard
Zap
Electro Wizard Fire Spirit Knight Musketeer P.E.K.K.A
Knight
Fire Spirit Musketeer Electro Wizard Zap Wizard
Musketeer
Knight Zap P.E.K.K.A Electro Wizard
Wizard
Knight P.E.K.K.A Electro Wizard
Goblin Barrel
P.E.K.K.A
Fire Spirit Zap Musketeer Wizard Electro Wizard
Electro Wizard
Zap Knight Fire Spirit Musketeer Wizard P.E.K.K.A

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 Knight Musketeer Wizard Electro Wizard
P.E.K.K.A Zap Knight Musketeer Electro Wizard
P.E.K.K.A Fire Spirit Knight Musketeer Electro Wizard
P.E.K.K.A Knight Musketeer Electro Wizard
P.E.K.K.A
Fire Spirit Zap Musketeer Electro Wizard
Musketeer Electro Wizard Fire Spirit Zap Wizard
Zap Musketeer P.E.K.K.A Electro Wizard
P.E.K.K.A Musketeer
Knight Fire Spirit Musketeer Electro Wizard
Electro Wizard Zap Knight Musketeer Wizard
Musketeer Zap Wizard Electro Wizard
P.E.K.K.A Fire Spirit Zap Knight Musketeer Wizard Electro Wizard
Fire Spirit Wizard Zap P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
Zap P.E.K.K.A Electro Wizard
Wizard Knight Musketeer P.E.K.K.A Electro Wizard
Fire Spirit Zap Knight Musketeer Wizard Electro Wizard
Zap Wizard Fire Spirit Knight Musketeer Electro Wizard
P.E.K.K.A Musketeer Electro Wizard
Wizard Fire Spirit Knight Musketeer P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Knight Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Knight Musketeer Wizard
P.E.K.K.A Zap Knight Musketeer Electro Wizard
P.E.K.K.A Zap Knight Musketeer Electro Wizard
P.E.K.K.A Knight Musketeer
Fire Spirit Wizard Zap Musketeer Electro Wizard
P.E.K.K.A Knight Musketeer Electro Wizard
P.E.K.K.A Knight
Zap P.E.K.K.A Electro Wizard Knight
P.E.K.K.A Musketeer
P.E.K.K.A Knight Musketeer
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Knight Wizard
Wizard Musketeer
Electro Wizard Zap Knight Musketeer P.E.K.K.A
Zap Musketeer Wizard P.E.K.K.A Electro Wizard

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.)

Knight Musketeer
Zap Musketeer Electro Wizard
Knight Musketeer
Wizard Fire Spirit Zap
Wizard Fire Spirit Zap Musketeer
Fire Spirit Musketeer Wizard
Fire Spirit Zap Wizard
Zap Wizard
Fire Spirit Musketeer Electro Wizard
Zap Knight Musketeer Wizard Electro Wizard
Fire Spirit Zap Musketeer Wizard
Fire Spirit Knight Musketeer
Musketeer
Zap Musketeer
Zap Musketeer Wizard
Musketeer Wizard
Fire Spirit Zap Musketeer Wizard Electro Wizard
Fire Spirit Zap Wizard
Musketeer
Wizard
Musketeer
Zap Musketeer
Zap Fire Spirit Wizard
Zap Musketeer Wizard Electro Wizard
Zap Musketeer Wizard
Zap Musketeer
Fire Spirit Zap Musketeer Wizard Electro Wizard
Zap Electro Wizard Musketeer Wizard
Zap Musketeer Wizard
Zap Electro Wizard
P.E.K.K.A
Wizard
Zap Electro Wizard Fire Spirit Musketeer
Fire Spirit Zap Musketeer Wizard Electro Wizard
Knight Musketeer Wizard Electro Wizard
Zap Musketeer Wizard
Zap
Musketeer P.E.K.K.A
Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard
Zap Musketeer Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: