My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Rascals Wizard 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.

Rascals Wizard 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 Freeze

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.

Barbarians Rascals 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
Three Musketeers Graveyard
Giant Snowball
Barbarians Three Musketeers Graveyard
Zap
Three Musketeers Graveyard
Barbarian Barrel
Barbarians Rascals Wizard Three Musketeers Graveyard
The Log
Barbarians Rascals Three Musketeers Graveyard
Earthquake
Barbarians Graveyard
Arrows
Rascals Graveyard
Royal Delivery
Barbarians Rascals Wizard Three Musketeers P.E.K.K.A Graveyard
Fireball
Barbarians Rascals Wizard Three Musketeers
Poison
Barbarians Rascals Wizard Three Musketeers Graveyard
Lightning
Wizard Three Musketeers
Rocket
Barbarians Rascals Wizard Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Freeze

Ladder info

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.

Freeze 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.

Barbarians Wizard 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.

Zap Freeze Barbarians Rascals Wizard Graveyard P.E.K.K.A Three Musketeers

Shortest cycle

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

16 Zap Freeze Barbarians Rascals

Attack Synergies 3 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.

Zap
P.E.K.K.A Graveyard Three Musketeers Freeze
Barbarians
Rascals
Graveyard
Wizard
P.E.K.K.A
Three Musketeers
Zap Graveyard
Freeze
Graveyard Zap
P.E.K.K.A
Zap Wizard Graveyard
Graveyard
Zap Freeze Rascals Three Musketeers P.E.K.K.A

Defense Synergies 0 6

Zap
Barbarians Rascals Three Musketeers P.E.K.K.A
Barbarians
Zap
Rascals
Zap
Wizard
Freeze P.E.K.K.A
Three Musketeers
Zap
Freeze
Wizard
P.E.K.K.A
Zap Wizard
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 Wizard
Barbarians P.E.K.K.A Zap Rascals Three Musketeers
Barbarians Three Musketeers P.E.K.K.A Rascals Freeze
Barbarians Three Musketeers P.E.K.K.A Rascals
Barbarians P.E.K.K.A
Freeze Zap Rascals
Three Musketeers Zap Rascals Wizard Freeze
Zap Barbarians Rascals P.E.K.K.A
Barbarians Three Musketeers P.E.K.K.A Rascals
Barbarians Rascals
Barbarians Zap Rascals Wizard Freeze
Three Musketeers Zap Rascals Wizard
Barbarians P.E.K.K.A Zap Rascals Wizard Three Musketeers Freeze
Wizard Three Musketeers Zap Barbarians Rascals Freeze P.E.K.K.A
Barbarians P.E.K.K.A Rascals Three Musketeers
Barbarians Zap Rascals Three Musketeers Freeze P.E.K.K.A
Barbarians Wizard Three Musketeers Rascals P.E.K.K.A
Zap Barbarians Rascals Wizard Three Musketeers
Zap Wizard Freeze Barbarians Rascals
Barbarians P.E.K.K.A Three Musketeers
Rascals Wizard 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 Rascals Zap P.E.K.K.A
Zap Wizard
Barbarians P.E.K.K.A Zap Rascals
P.E.K.K.A Zap Barbarians Rascals
Barbarians P.E.K.K.A Rascals Three Musketeers
Wizard Zap Rascals Three Musketeers Freeze
Rascals P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Rascals
Zap Freeze P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Three Musketeers
P.E.K.K.A Barbarians Rascals
P.E.K.K.A Zap Barbarians
Barbarians Rascals P.E.K.K.A Wizard Three Musketeers
Wizard Barbarians Rascals Three Musketeers
Barbarians Rascals Zap Three Musketeers Freeze P.E.K.K.A
Zap Barbarians Rascals Wizard Freeze 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.)

Rascals Freeze
Zap
Barbarians Rascals Freeze
Wizard Zap
Wizard Zap Freeze
Wizard
Zap Wizard Freeze
Zap Wizard
Three Musketeers
Zap Wizard
Zap Wizard
Three Musketeers
Freeze
Zap
Zap Wizard Three Musketeers
Wizard Three Musketeers
Three Musketeers Freeze
Zap Wizard Three Musketeers
Zap Wizard
Wizard
Zap Barbarians
Zap Freeze Wizard
Zap Wizard
Zap Wizard
Zap
Zap Wizard
Zap Wizard Freeze
Zap Wizard
Zap Freeze
P.E.K.K.A
Wizard
Zap Barbarians Freeze
Zap Wizard Three Musketeers
Freeze
Rascals Wizard Three Musketeers
Zap Wizard
Zap
Three Musketeers P.E.K.K.A
Zap Rascals Freeze
Zap
Zap Freeze

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