My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Three Musketeers Ice 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.

Elixir Collector Three Musketeers P.E.K.K.A Ice 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.

Arrows Rage

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.

Goblins Barbarians P.E.K.K.A

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Wizard

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.

Arrows Elixir Collector Rage P.E.K.K.A Ice Wizard

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.

Goblins Barbarians Three Musketeers Ice 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.

Goblins Rage Arrows Ice Wizard Barbarians Elixir Collector P.E.K.K.A Three Musketeers

Shortest cycle

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

10 Goblins Rage Arrows Ice Wizard

Attack Synergies 1 2

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.

Goblins
Arrows
P.E.K.K.A
Barbarians
Elixir Collector
Three Musketeers
Rage
Rage
Three Musketeers
P.E.K.K.A
Arrows Ice Wizard
Ice Wizard
P.E.K.K.A

Defense Synergies 0 5

Goblins
Ice Wizard
Arrows
Barbarians P.E.K.K.A Ice Wizard
Barbarians
Arrows
Elixir Collector
Three Musketeers
Rage
P.E.K.K.A
Arrows Ice Wizard
Ice Wizard
Goblins Arrows P.E.K.K.A

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.

Barbarians P.E.K.K.A Goblins Three Musketeers Ice Wizard
Barbarians Three Musketeers P.E.K.K.A Goblins Ice Wizard
Barbarians Three Musketeers P.E.K.K.A Goblins Ice Wizard
Arrows Barbarians P.E.K.K.A
Arrows Goblins Ice Wizard
Three Musketeers Arrows Ice Wizard
Arrows Barbarians P.E.K.K.A
Barbarians Three Musketeers P.E.K.K.A Goblins Ice Wizard
Goblins Barbarians Ice Wizard
Goblins Barbarians Ice Wizard Arrows
Arrows Three Musketeers Ice Wizard
Barbarians P.E.K.K.A Three Musketeers Ice Wizard
Three Musketeers Goblins Arrows Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Three Musketeers
Barbarians Three Musketeers P.E.K.K.A
Barbarians Three Musketeers Goblins Arrows P.E.K.K.A
Arrows Goblins Barbarians Three Musketeers Ice Wizard
Arrows Barbarians Ice Wizard
Barbarians P.E.K.K.A Three Musketeers
Goblins Arrows 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 Goblins P.E.K.K.A
Arrows
Barbarians P.E.K.K.A Goblins
P.E.K.K.A Barbarians
Barbarians P.E.K.K.A Three Musketeers
Arrows Three Musketeers Ice Wizard
P.E.K.K.A Goblins Barbarians Ice Wizard
P.E.K.K.A Barbarians
P.E.K.K.A Goblins Barbarians
P.E.K.K.A Barbarians Three Musketeers
P.E.K.K.A Barbarians
P.E.K.K.A Arrows Barbarians
Barbarians P.E.K.K.A Three Musketeers
Barbarians Three Musketeers
Barbarians Goblins Three Musketeers P.E.K.K.A
Arrows Barbarians P.E.K.K.A Ice 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.)

Arrows
Arrows Ice Wizard
Arrows
Arrows Barbarians
Arrows
Arrows Ice Wizard
Arrows
Arrows Ice Wizard
Arrows
Goblins Three Musketeers
Arrows
Arrows
Three Musketeers
Arrows
Arrows
Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Arrows Three Musketeers
Arrows
Arrows
Arrows Barbarians
Arrows Ice Wizard
Arrows Ice Wizard
Arrows
Arrows
Arrows Ice Wizard
Arrows
Arrows
P.E.K.K.A
Arrows
Barbarians
Arrows Three Musketeers Ice Wizard
Arrows
Three Musketeers
Arrows
Arrows
Three Musketeers P.E.K.K.A

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