My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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.

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.

Ice Spirit Elixir Collector 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.

Three Musketeers

Damage spells

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

Arrows Fireball

Pump responses

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

Fireball Elixir Collector

Dropped at the bridge

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

Ice Spirit Barbarians 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
Barbarians Three Musketeers
Zap
Three Musketeers
Barbarian Barrel
Ice Spirit Barbarians Three Musketeers
The Log
Ice Spirit Barbarians Three Musketeers
Earthquake
Barbarians Elixir Collector
Arrows
Ice Spirit
Royal Delivery
Ice Spirit Barbarians Three Musketeers P.E.K.K.A
Fireball
Barbarians Elixir Collector Three Musketeers
Poison
Barbarians Elixir Collector Three Musketeers
Lightning
Elixir Collector Three Musketeers
Rocket
Barbarians Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Fireball

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.

Ice Spirit Arrows Elixir Collector 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.

Ice Spirit Barbarians Fireball 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.

Mirror Ice Spirit Arrows Fireball Barbarians Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

8 Mirror Ice Spirit Arrows Fireball

Attack Synergies 5 3

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.

Ice Spirit
P.E.K.K.A Barbarians Three Musketeers
Arrows
Fireball Mirror P.E.K.K.A
Barbarians
Ice Spirit
Fireball
Arrows Mirror
Elixir Collector
Three Musketeers
Ice Spirit Mirror
Mirror
Arrows Fireball Three Musketeers
P.E.K.K.A
Ice Spirit Arrows

Defense Synergies 2 7

Ice Spirit
Barbarians Fireball Three Musketeers P.E.K.K.A
Arrows
Mirror Barbarians Fireball P.E.K.K.A
Barbarians
Ice Spirit Arrows
Fireball
Mirror Ice Spirit Arrows
Elixir Collector
Three Musketeers
Ice Spirit
Mirror
Arrows Fireball
P.E.K.K.A
Ice Spirit Arrows

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
Barbarians P.E.K.K.A Ice Spirit Three Musketeers
Barbarians Three Musketeers P.E.K.K.A
Barbarians Three Musketeers P.E.K.K.A
Arrows Barbarians Fireball P.E.K.K.A
Arrows Fireball
Three Musketeers Ice Spirit Arrows Fireball
Arrows Barbarians Fireball P.E.K.K.A
Barbarians Three Musketeers P.E.K.K.A
Ice Spirit Barbarians
Barbarians Arrows Fireball
Arrows Three Musketeers Fireball
Barbarians P.E.K.K.A Ice Spirit Fireball Three Musketeers
Fireball Three Musketeers Ice Spirit Arrows Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Three Musketeers
Barbarians Ice Spirit Fireball Three Musketeers P.E.K.K.A
Barbarians Three Musketeers Arrows Fireball P.E.K.K.A
Ice Spirit Arrows Fireball Barbarians Three Musketeers
Arrows Ice Spirit Barbarians Fireball
Barbarians P.E.K.K.A Three Musketeers
Arrows Barbarians Fireball P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Fireball P.E.K.K.A
Fireball Arrows
Barbarians P.E.K.K.A Ice Spirit
P.E.K.K.A Barbarians Fireball
Barbarians P.E.K.K.A Three Musketeers
Arrows Fireball Ice Spirit Three Musketeers
P.E.K.K.A Barbarians Fireball
P.E.K.K.A Barbarians
P.E.K.K.A Ice Spirit Barbarians Fireball
P.E.K.K.A Barbarians Three Musketeers
P.E.K.K.A Barbarians
P.E.K.K.A Arrows Barbarians Fireball
Barbarians P.E.K.K.A Fireball Three Musketeers
Barbarians Fireball Three Musketeers
Barbarians Ice Spirit Fireball Three Musketeers P.E.K.K.A
Arrows Barbarians Fireball 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 Arrows
Arrows Fireball
Arrows Fireball
Arrows Barbarians Fireball
Fireball Arrows
Arrows Fireball Ice Spirit
Arrows
Arrows Fireball Ice Spirit
Arrows Fireball
Fireball Three Musketeers
Arrows Fireball
Fireball Arrows
Fireball Three Musketeers
Arrows Fireball
Arrows Fireball
Arrows Fireball Three Musketeers
Arrows Fireball Three Musketeers
Arrows Fireball Three Musketeers
Arrows Fireball Three Musketeers
Arrows Fireball
Fireball
Arrows Fireball
Arrows Barbarians Fireball
Arrows Ice Spirit Fireball
Arrows Fireball
Fireball Arrows
Fireball Arrows
Arrows Fireball
Ice Spirit Fireball
Fireball
Arrows Fireball
Ice Spirit Arrows Fireball
P.E.K.K.A
Arrows Fireball
Ice Spirit Barbarians Fireball
Fireball Arrows Three Musketeers
Arrows Fireball
Fireball Three Musketeers
Arrows Fireball
Arrows Fireball
Three Musketeers P.E.K.K.A
Ice Spirit Fireball
Fireball
Fireball

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