My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Three Musketeers 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.

Ice Spirit Knight Elixir Collector Three Musketeers 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.

Three Musketeers

Damage spells

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

The Log

Pump responses

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

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 Goblins 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.

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
Three Musketeers
Giant Snowball
Goblins Three Musketeers
Zap
Goblins Three Musketeers
Barbarian Barrel
Ice Spirit Goblins Knight Three Musketeers Electro Wizard
The Log
Ice Spirit Goblins Three Musketeers
Earthquake
Elixir Collector
Arrows
Ice Spirit Goblins
Royal Delivery
Ice Spirit Goblins Knight Three Musketeers P.E.K.K.A Electro Wizard
Fireball
Elixir Collector Three Musketeers Electro Wizard
Poison
Elixir Collector Three Musketeers Electro Wizard
Lightning
Knight Elixir Collector Three Musketeers Electro Wizard
Rocket
Elixir Collector Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit 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.

Ice Spirit Knight Elixir Collector 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.

Ice Spirit Goblins Three Musketeers 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.

Ice Spirit Goblins The Log Knight Electro Wizard Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

8 Ice Spirit Goblins The Log Knight

Attack Synergies 4 6

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
Knight P.E.K.K.A Goblins Three Musketeers
Goblins
Ice Spirit
Knight
Ice Spirit Three Musketeers The Log Electro Wizard
Elixir Collector
Three Musketeers
Knight Ice Spirit The Log
P.E.K.K.A
Ice Spirit Electro Wizard The Log
The Log
Knight Three Musketeers P.E.K.K.A
Electro Wizard
P.E.K.K.A Knight

Defense Synergies 2 14

Ice Spirit
Goblins Knight Three Musketeers P.E.K.K.A The Log Electro Wizard
Goblins
Ice Spirit Knight The Log Electro Wizard
Knight
Electro Wizard Ice Spirit Goblins Three Musketeers The Log
Elixir Collector
Three Musketeers
Ice Spirit Knight The Log
P.E.K.K.A
The Log Ice Spirit Electro Wizard
The Log
P.E.K.K.A Ice Spirit Goblins Knight Three Musketeers Electro Wizard
Electro Wizard
Knight Ice Spirit Goblins P.E.K.K.A The Log

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 The Log Electro Wizard
P.E.K.K.A Ice Spirit Goblins Knight Three Musketeers The Log Electro Wizard
Three Musketeers P.E.K.K.A Goblins Knight Electro Wizard
Three Musketeers P.E.K.K.A Goblins Knight Electro Wizard
P.E.K.K.A The Log
The Log Goblins Electro Wizard
Three Musketeers Electro Wizard Ice Spirit
P.E.K.K.A The Log Electro Wizard
Three Musketeers P.E.K.K.A Goblins
Knight Ice Spirit Goblins Electro Wizard
Goblins Electro Wizard Knight The Log
Three Musketeers Electro Wizard
P.E.K.K.A Ice Spirit Knight Three Musketeers The Log Electro Wizard
Three Musketeers Ice Spirit Goblins P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Three Musketeers Electro Wizard
Ice Spirit Three Musketeers P.E.K.K.A The Log Electro Wizard
Three Musketeers Goblins Knight P.E.K.K.A Electro Wizard
Ice Spirit Goblins Knight Three Musketeers The Log Electro Wizard
The Log Ice Spirit Knight Electro Wizard
P.E.K.K.A Three Musketeers Electro Wizard
Goblins Knight P.E.K.K.A The Log Electro Wizard

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 Electro Wizard
Electro Wizard Knight The Log
P.E.K.K.A Ice Spirit Goblins Knight The Log Electro Wizard
P.E.K.K.A Knight The Log Electro Wizard
P.E.K.K.A Knight Three Musketeers
Ice Spirit Three Musketeers Electro Wizard
P.E.K.K.A Goblins Knight Electro Wizard
P.E.K.K.A Knight
P.E.K.K.A Electro Wizard Ice Spirit Goblins Knight The Log
P.E.K.K.A Three Musketeers
P.E.K.K.A Knight
P.E.K.K.A The Log Electro Wizard
P.E.K.K.A Knight Three Musketeers
Three Musketeers
Electro Wizard Ice Spirit Goblins Knight Three Musketeers P.E.K.K.A The Log
P.E.K.K.A The Log 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 The Log
The Log Electro Wizard
The Log
Knight The Log
The Log
Ice Spirit
The Log
The Log Ice Spirit
The Log
Goblins Three Musketeers Electro Wizard
Knight The Log Electro Wizard
Knight Three Musketeers The Log
The Log
Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Three Musketeers The Log Electro Wizard
The Log
The Log
The Log
The Log
The Log Ice Spirit
The Log Electro Wizard
The Log
The Log
Electro Wizard
Electro Wizard Ice Spirit
The Log
Ice Spirit Electro Wizard
P.E.K.K.A
The Log
Electro Wizard Ice Spirit
Three Musketeers Electro Wizard
The Log
Knight Three Musketeers Electro Wizard
The Log
Three Musketeers P.E.K.K.A
Ice Spirit The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: