My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Wall Breakers

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

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.

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

Damage spells

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

Zap Arrows Fireball

Punishments

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

Elite Barbarians

Pump responses

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

Fireball

Dropped at the bridge

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

Elite Barbarians Heal 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.

Elite Barbarians

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball 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 Heal 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.

Elite Barbarians 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.

Heal Spirit Fireball 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Zap Arrows Fireball Wizard Elite Barbarians P.E.K.K.A Three Musketeers

Shortest cycle

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

10 Heal Spirit Zap Arrows Fireball

Attack Synergies 8 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.

Zap
Arrows Elite Barbarians Fireball P.E.K.K.A Heal Spirit Three Musketeers
Arrows
Zap Elite Barbarians Fireball P.E.K.K.A
Elite Barbarians
Zap Arrows Heal Spirit Fireball Wizard Three Musketeers
Heal Spirit
Elite Barbarians Zap Wizard Three Musketeers P.E.K.K.A
Fireball
Zap Arrows Elite Barbarians
Wizard
Elite Barbarians Heal Spirit P.E.K.K.A
Three Musketeers
Zap Elite Barbarians Heal Spirit
P.E.K.K.A
Zap Arrows Heal Spirit Wizard

Defense Synergies 1 8

Zap
Fireball Arrows Elite Barbarians Three Musketeers P.E.K.K.A
Arrows
Zap Fireball P.E.K.K.A
Elite Barbarians
Zap Wizard
Heal Spirit
Fireball
Zap Arrows
Wizard
Elite Barbarians P.E.K.K.A
Three Musketeers
Zap
P.E.K.K.A
Zap Arrows Wizard

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 Wizard
Elite Barbarians P.E.K.K.A Zap Three Musketeers
Three Musketeers P.E.K.K.A Elite Barbarians
Elite Barbarians Three Musketeers P.E.K.K.A
Arrows Elite Barbarians Fireball P.E.K.K.A
Arrows Fireball Zap
Three Musketeers Zap Arrows Fireball Wizard
Zap Arrows Fireball P.E.K.K.A
Three Musketeers P.E.K.K.A Elite Barbarians
Elite Barbarians
Zap Arrows Fireball Wizard
Arrows Three Musketeers Zap Fireball Wizard
P.E.K.K.A Zap Elite Barbarians Fireball Wizard Three Musketeers
Fireball Wizard Three Musketeers Zap Arrows P.E.K.K.A
Elite Barbarians P.E.K.K.A Three Musketeers
Zap Elite Barbarians Fireball Three Musketeers P.E.K.K.A
Wizard Three Musketeers Arrows Elite Barbarians Fireball P.E.K.K.A
Arrows Fireball Zap Elite Barbarians Wizard Three Musketeers
Zap Arrows Wizard Fireball
P.E.K.K.A Elite Barbarians Three Musketeers
Wizard Arrows Elite Barbarians Fireball P.E.K.K.A

Counters to secondary win conditions

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

Zap Elite Barbarians Fireball P.E.K.K.A
Fireball Zap Arrows Elite Barbarians Wizard
P.E.K.K.A Zap Elite Barbarians
P.E.K.K.A Zap Elite Barbarians Fireball
P.E.K.K.A Elite Barbarians Three Musketeers
Arrows Fireball Wizard Zap Three Musketeers
P.E.K.K.A Elite Barbarians Fireball
P.E.K.K.A Elite Barbarians
Zap P.E.K.K.A Elite Barbarians Fireball
P.E.K.K.A Three Musketeers
P.E.K.K.A Elite Barbarians
P.E.K.K.A Zap Arrows Elite Barbarians Fireball
Elite Barbarians P.E.K.K.A Fireball Wizard Three Musketeers
Wizard Fireball Three Musketeers
Elite Barbarians Zap Fireball Three Musketeers P.E.K.K.A
Arrows Zap Elite Barbarians Fireball Wizard 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 Arrows
Arrows Fireball Zap
Arrows Fireball
Arrows Fireball
Fireball Wizard Zap Arrows
Arrows Fireball Wizard Zap
Arrows Wizard
Arrows Fireball Zap Wizard
Arrows Fireball Zap Wizard
Elite Barbarians Fireball Three Musketeers
Zap Arrows Fireball Wizard
Fireball Zap Arrows Wizard
Elite Barbarians Fireball Three Musketeers
Arrows Fireball
Zap Arrows Elite Barbarians Fireball
Zap Arrows Fireball Wizard Three Musketeers
Arrows Fireball Wizard Three Musketeers
Arrows Fireball Three Musketeers
Zap Arrows Fireball Wizard Three Musketeers
Zap Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Zap Arrows Fireball
Zap Arrows Fireball Wizard
Arrows Fireball Zap Wizard
Fireball Zap Arrows Wizard
Fireball Zap Arrows
Elite Barbarians Zap Arrows Fireball Wizard
Zap Fireball Wizard
Elite Barbarians Fireball
Zap Arrows Fireball Wizard
Zap Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Zap Fireball
Fireball Zap Arrows Wizard Three Musketeers
Arrows Fireball
Fireball Wizard Three Musketeers
Arrows Zap Fireball Wizard
Zap Arrows Fireball
Elite Barbarians Three Musketeers P.E.K.K.A
Zap Elite Barbarians Fireball
Zap Fireball
Zap Fireball

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