My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Archers Elixir Collector Three Musketeers Dark Prince 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.

Zap

Punishments

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

Dark Prince

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.

Fire Spirit Barbarians Dark Prince 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.

Dark Prince

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 Dark Prince
Giant Snowball
Fire Spirit Archers Barbarians Three Musketeers
Zap
Fire Spirit Archers Three Musketeers Dark Prince
Barbarian Barrel
Fire Spirit Archers Barbarians Three Musketeers Dark Prince
The Log
Fire Spirit Archers Barbarians Three Musketeers Dark Prince
Earthquake
Archers Barbarians Elixir Collector
Arrows
Fire Spirit Archers
Royal Delivery
Fire Spirit Archers Barbarians Three Musketeers Dark Prince P.E.K.K.A
Fireball
Archers Barbarians Elixir Collector Three Musketeers
Poison
Archers Barbarians Elixir Collector Three Musketeers
Lightning
Elixir Collector Three Musketeers Dark Prince
Rocket
Barbarians Elixir Collector 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 Dark Prince

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 Elixir Collector Dark Prince 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 Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Archers Dark Prince Barbarians Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

10 Fire Spirit Zap Archers Dark Prince

Attack Synergies 2 9

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 Dark Prince
Zap
P.E.K.K.A Fire Spirit Archers Three Musketeers Dark Prince
Archers
Zap Dark Prince P.E.K.K.A
Barbarians
Elixir Collector
Three Musketeers
Fire Spirit Zap Dark Prince
Dark Prince
Fire Spirit Zap Archers Three Musketeers
P.E.K.K.A
Fire Spirit Zap Archers

Defense Synergies 0 9

Fire Spirit
Zap P.E.K.K.A
Zap
Fire Spirit Archers Barbarians Three Musketeers Dark Prince P.E.K.K.A
Archers
Zap Dark Prince P.E.K.K.A
Barbarians
Zap
Elixir Collector
Three Musketeers
Zap
Dark Prince
Zap Archers
P.E.K.K.A
Fire Spirit Zap Archers

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
Barbarians P.E.K.K.A Zap Three Musketeers Dark Prince
Barbarians Three Musketeers P.E.K.K.A Fire Spirit Archers Dark Prince
Barbarians Three Musketeers P.E.K.K.A Dark Prince
Barbarians Dark Prince P.E.K.K.A
Fire Spirit Zap Archers Dark Prince
Three Musketeers Fire Spirit Zap Archers
Zap Barbarians P.E.K.K.A
Barbarians Three Musketeers P.E.K.K.A
Fire Spirit Archers Barbarians Dark Prince
Archers Barbarians Zap Dark Prince
Three Musketeers Zap Archers
Barbarians P.E.K.K.A Fire Spirit Zap Three Musketeers Dark Prince
Fire Spirit Three Musketeers Zap Barbarians Dark Prince P.E.K.K.A
Barbarians P.E.K.K.A Three Musketeers
Barbarians Zap Three Musketeers P.E.K.K.A
Barbarians Three Musketeers Dark Prince P.E.K.K.A
Fire Spirit Zap Archers Barbarians Three Musketeers Dark Prince
Zap Fire Spirit Archers Barbarians Dark Prince
Barbarians P.E.K.K.A Three Musketeers
Dark Prince Fire Spirit Archers Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Zap Archers Dark Prince P.E.K.K.A
Zap Archers
Barbarians P.E.K.K.A Zap Dark Prince
Dark Prince P.E.K.K.A Zap Barbarians
Barbarians P.E.K.K.A Three Musketeers Dark Prince
Fire Spirit Zap Archers Three Musketeers
Dark Prince P.E.K.K.A Archers Barbarians
P.E.K.K.A Barbarians Dark Prince
Zap P.E.K.K.A Barbarians Dark Prince
P.E.K.K.A Barbarians Three Musketeers
P.E.K.K.A Barbarians Dark Prince
P.E.K.K.A Zap Barbarians Dark Prince
Barbarians Dark Prince P.E.K.K.A Three Musketeers
Archers Barbarians Three Musketeers
Barbarians Zap Archers Three Musketeers Dark Prince P.E.K.K.A
Zap Archers Barbarians Dark Prince 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
Barbarians Dark Prince
Fire Spirit Zap Dark Prince
Fire Spirit Zap
Fire Spirit Archers
Fire Spirit Zap
Zap
Fire Spirit Three Musketeers
Zap Dark Prince
Fire Spirit Zap Archers
Fire Spirit Three Musketeers
Zap
Zap Three Musketeers
Three Musketeers
Three Musketeers
Fire Spirit Zap Archers Three Musketeers Dark Prince
Fire Spirit Zap
Zap Barbarians
Zap Fire Spirit Dark Prince
Zap
Zap
Zap
Fire Spirit Zap Archers
Zap
Zap
Zap
P.E.K.K.A
Zap Fire Spirit Archers Barbarians Dark Prince
Fire Spirit Zap Archers Three Musketeers
Three Musketeers Dark Prince
Zap
Zap
Three Musketeers Dark Prince P.E.K.K.A
Zap
Zap
Zap Dark Prince

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