My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Fisherman Lava Hound

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 Archers 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 Archers 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 Graveyard

Damage spells

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

Zap The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Fire Spirit Ice Spirit 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.

Graveyard

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
Archers Three Musketeers Graveyard
Giant Snowball
Fire Spirit Archers Three Musketeers Graveyard
Zap
Fire Spirit Archers Three Musketeers Graveyard
Barbarian Barrel
Fire Spirit Ice Spirit Archers Three Musketeers Graveyard
The Log
Fire Spirit Ice Spirit Archers Three Musketeers Graveyard
Earthquake
Archers Graveyard
Arrows
Fire Spirit Ice Spirit Archers Graveyard
Royal Delivery
Fire Spirit Ice Spirit Archers Three Musketeers P.E.K.K.A Graveyard
Fireball
Archers Three Musketeers
Poison
Archers Three Musketeers Graveyard
Lightning
Three Musketeers
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap 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.

Fire Spirit Ice Spirit 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.

Graveyard

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 Ice Spirit 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 Ice Spirit Zap The Log Archers Graveyard P.E.K.K.A Three Musketeers

Shortest cycle

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

6 Fire Spirit Ice Spirit Zap The Log

Attack Synergies 5 15

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 Three Musketeers
Ice Spirit
Zap P.E.K.K.A Archers Three Musketeers Graveyard
Zap
Ice Spirit P.E.K.K.A Graveyard Fire Spirit Archers Three Musketeers The Log
Archers
Ice Spirit Zap P.E.K.K.A Graveyard
Three Musketeers
Fire Spirit Ice Spirit Zap The Log Graveyard
P.E.K.K.A
Fire Spirit Ice Spirit Zap Archers The Log Graveyard
The Log
Zap Three Musketeers P.E.K.K.A Graveyard
Graveyard
Zap Ice Spirit Archers Three Musketeers P.E.K.K.A The Log

Defense Synergies 2 15

Fire Spirit
Ice Spirit Zap P.E.K.K.A The Log
Ice Spirit
Zap Fire Spirit Archers Three Musketeers P.E.K.K.A The Log
Zap
Ice Spirit Fire Spirit Archers Three Musketeers P.E.K.K.A The Log
Archers
Ice Spirit Zap P.E.K.K.A The Log
Three Musketeers
Ice Spirit Zap The Log
P.E.K.K.A
The Log Fire Spirit Ice Spirit Zap Archers
The Log
P.E.K.K.A Fire Spirit Ice Spirit Zap Archers Three Musketeers
Graveyard

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 The Log
P.E.K.K.A Ice Spirit Zap Three Musketeers The Log
Three Musketeers P.E.K.K.A Fire Spirit Archers
Three Musketeers P.E.K.K.A
P.E.K.K.A The Log
The Log Fire Spirit Zap Archers
Three Musketeers Fire Spirit Ice Spirit Zap Archers
Zap P.E.K.K.A The Log
Three Musketeers P.E.K.K.A
Fire Spirit Ice Spirit Archers
Archers Zap The Log
Three Musketeers Zap Archers
P.E.K.K.A Fire Spirit Ice Spirit Zap Three Musketeers The Log
Fire Spirit Three Musketeers Ice Spirit Zap P.E.K.K.A The Log
P.E.K.K.A Three Musketeers
Ice Spirit Zap Three Musketeers P.E.K.K.A The Log
Three Musketeers P.E.K.K.A
Fire Spirit Ice Spirit Zap Archers Three Musketeers The Log
Zap The Log Fire Spirit Ice Spirit Archers
P.E.K.K.A Three Musketeers
Fire Spirit Archers P.E.K.K.A The Log

Counters to secondary win conditions

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

Zap Archers P.E.K.K.A
Zap Archers The Log
P.E.K.K.A Ice Spirit Zap The Log
P.E.K.K.A Zap The Log
P.E.K.K.A Three Musketeers
Fire Spirit Ice Spirit Zap Archers Three Musketeers
P.E.K.K.A Archers
P.E.K.K.A
Zap P.E.K.K.A Ice Spirit The Log
P.E.K.K.A Three Musketeers
P.E.K.K.A
P.E.K.K.A Zap The Log
P.E.K.K.A Three Musketeers
Archers Three Musketeers
Ice Spirit Zap Archers Three Musketeers P.E.K.K.A The Log
Zap Archers P.E.K.K.A The Log

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.)

The Log
Zap The Log
The Log
The Log
Fire Spirit Zap The Log
Fire Spirit Ice Spirit Zap
Fire Spirit Archers The Log
The Log Fire Spirit Ice Spirit Zap
The Log Zap
Fire Spirit Three Musketeers
Zap The Log
Fire Spirit Zap Archers
Fire Spirit Three Musketeers The Log
Zap The Log
Zap Three Musketeers The Log
Three Musketeers The Log
Three Musketeers
Fire Spirit Zap Archers Three Musketeers The Log
Fire Spirit Zap The Log
The Log
The Log
Zap The Log
Zap The Log Fire Spirit Ice Spirit
The Log Zap
Zap The Log
Zap The Log
Fire Spirit Zap Archers
Zap Ice Spirit
Zap The Log
Zap Ice Spirit
P.E.K.K.A
The Log
Zap Fire Spirit Ice Spirit Archers
Fire Spirit Zap Archers Three Musketeers
The Log
Three Musketeers
The Log Zap
Zap
Three Musketeers P.E.K.K.A
Zap Ice Spirit The Log
Zap
Zap The Log

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