My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

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

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 Miner

Damage spells

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

Zap Fireball

Punishments

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

Miner

Pump responses

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

Fireball Elixir Collector Miner

Dropped at the bridge

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

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.

Miner

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap 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 Elixir Collector Guards P.E.K.K.A Miner

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Guards Miner Fireball Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

9 Ice Spirit Zap Guards Miner

Attack Synergies 6 8

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
Zap P.E.K.K.A Three Musketeers Guards Miner
Zap
Ice Spirit Fireball P.E.K.K.A Miner Three Musketeers Guards
Fireball
Zap Miner
Elixir Collector
Three Musketeers
Ice Spirit Zap Guards Miner
Guards
Miner Ice Spirit Zap Three Musketeers
P.E.K.K.A
Ice Spirit Zap
Miner
Zap Guards Ice Spirit Fireball Three Musketeers

Defense Synergies 2 10

Ice Spirit
Zap Fireball Three Musketeers Guards P.E.K.K.A Miner
Zap
Ice Spirit Fireball Three Musketeers Guards P.E.K.K.A Miner
Fireball
Zap Ice Spirit Miner
Elixir Collector
Three Musketeers
Ice Spirit Zap
Guards
Ice Spirit Zap
P.E.K.K.A
Ice Spirit Zap
Miner
Ice Spirit Zap Fireball

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 Fireball
P.E.K.K.A Ice Spirit Zap Three Musketeers
Three Musketeers P.E.K.K.A
Three Musketeers P.E.K.K.A Guards
Fireball P.E.K.K.A
Fireball Zap Guards
Three Musketeers Ice Spirit Zap Fireball
Zap Fireball P.E.K.K.A
Three Musketeers P.E.K.K.A
Guards Ice Spirit Miner
Guards Zap Fireball
Three Musketeers Zap Fireball
P.E.K.K.A Ice Spirit Zap Fireball Three Musketeers Guards
Fireball Three Musketeers Ice Spirit Zap Guards P.E.K.K.A
P.E.K.K.A Three Musketeers
Ice Spirit Zap Fireball Three Musketeers P.E.K.K.A
Three Musketeers Fireball P.E.K.K.A
Ice Spirit Fireball Zap Three Musketeers Guards
Zap Ice Spirit Fireball Guards
P.E.K.K.A Three Musketeers
Fireball Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Zap Fireball P.E.K.K.A
Fireball Zap Miner
Guards P.E.K.K.A Ice Spirit Zap
Guards P.E.K.K.A Zap Fireball
P.E.K.K.A Three Musketeers Guards
Fireball Ice Spirit Zap Three Musketeers
Guards P.E.K.K.A Fireball
P.E.K.K.A
Zap P.E.K.K.A Ice Spirit Fireball
P.E.K.K.A Three Musketeers Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Fireball Guards
P.E.K.K.A Fireball Three Musketeers Guards
Fireball Three Musketeers
Guards Ice Spirit Zap Fireball Three Musketeers P.E.K.K.A
Zap 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 Guards
Fireball Zap Miner
Fireball Miner
Fireball Guards
Fireball Zap
Fireball Ice Spirit Zap
Fireball Ice Spirit Zap
Fireball Miner Zap
Fireball Three Musketeers Guards
Miner Zap Fireball
Fireball Zap
Fireball Three Musketeers Miner
Fireball
Zap Fireball
Zap Fireball Three Musketeers
Fireball Three Musketeers
Fireball Three Musketeers
Zap Fireball Three Musketeers
Zap Fireball Miner
Fireball
Fireball
Zap Fireball
Zap Ice Spirit Fireball
Fireball Miner Zap
Fireball Zap Miner
Fireball Miner Zap
Zap Fireball
Zap Ice Spirit Fireball Guards
Fireball
Zap Fireball Miner
Zap Ice Spirit Fireball
P.E.K.K.A
Fireball
Zap Ice Spirit Fireball Guards
Fireball Zap Three Musketeers
Fireball
Fireball Miner Three Musketeers
Zap Fireball
Zap Fireball
Three Musketeers P.E.K.K.A
Zap Ice Spirit Fireball Guards
Zap Fireball
Zap Fireball Miner

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