My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Godly!

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Archers Musketeer

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 Archers Musketeer P.E.K.K.A

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

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

Fireball

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.

Electro Spirit Fire Spirit Ice Spirit 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.

Electro Spirit

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
Giant Snowball
Fire Spirit Archers Musketeer
Zap
Fire Spirit Archers
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Archers Heal Spirit Musketeer
The Log
Electro Spirit Fire Spirit Ice Spirit Archers Heal Spirit Musketeer
Earthquake
Archers
Arrows
Electro Spirit Fire Spirit Ice Spirit Archers Heal Spirit
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Archers Heal Spirit Musketeer P.E.K.K.A
Fireball
Archers Musketeer
Poison
Archers Musketeer
Lightning
Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit 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.

Electro Spirit Fire Spirit Ice Spirit 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.

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.

Fire Spirit Ice Spirit Heal Spirit Fireball Musketeer

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Ice Spirit Heal Spirit Archers Fireball Musketeer P.E.K.K.A

Shortest cycle

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

4 Electro Spirit Fire Spirit Ice Spirit Heal Spirit

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.

Electro Spirit
Fireball P.E.K.K.A
Fire Spirit
P.E.K.K.A
Ice Spirit
P.E.K.K.A Archers Musketeer
Archers
Ice Spirit Heal Spirit P.E.K.K.A
Heal Spirit
Archers Musketeer P.E.K.K.A
Fireball
Electro Spirit
Musketeer
Ice Spirit Heal Spirit P.E.K.K.A
P.E.K.K.A
Fire Spirit Ice Spirit Electro Spirit Archers Heal Spirit Musketeer

Defense Synergies 1 8

Electro Spirit
Fire Spirit
Ice Spirit P.E.K.K.A
Ice Spirit
Musketeer Fire Spirit Archers Fireball P.E.K.K.A
Archers
Ice Spirit P.E.K.K.A
Heal Spirit
Fireball
Ice Spirit Musketeer
Musketeer
Ice Spirit Fireball P.E.K.K.A
P.E.K.K.A
Fire Spirit Ice Spirit Archers Musketeer

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.

Fireball Musketeer
P.E.K.K.A Ice Spirit Musketeer
P.E.K.K.A Fire Spirit Archers Musketeer
P.E.K.K.A Musketeer
Fireball P.E.K.K.A
Fireball Electro Spirit Fire Spirit Archers Musketeer
Musketeer Electro Spirit Fire Spirit Ice Spirit Archers Fireball
Electro Spirit Fireball Musketeer P.E.K.K.A
P.E.K.K.A Musketeer
Fire Spirit Ice Spirit Archers Musketeer
Archers Electro Spirit Fireball Musketeer
Musketeer Archers Fireball
P.E.K.K.A Fire Spirit Ice Spirit Fireball Musketeer
Fire Spirit Fireball Electro Spirit Ice Spirit P.E.K.K.A
P.E.K.K.A
Ice Spirit Fireball P.E.K.K.A
Fireball Musketeer P.E.K.K.A
Fire Spirit Ice Spirit Fireball Electro Spirit Archers Musketeer
Electro Spirit Fire Spirit Ice Spirit Archers Fireball Musketeer
P.E.K.K.A Musketeer
Electro Spirit Fire Spirit Archers Fireball Musketeer P.E.K.K.A

Counters to secondary win conditions

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

Archers Fireball P.E.K.K.A
Fireball Archers Musketeer
P.E.K.K.A Ice Spirit Musketeer
P.E.K.K.A Fireball Musketeer
P.E.K.K.A Musketeer
Fire Spirit Fireball Electro Spirit Ice Spirit Archers Musketeer
P.E.K.K.A Archers Fireball Musketeer
P.E.K.K.A
P.E.K.K.A Electro Spirit Ice Spirit Fireball
P.E.K.K.A Musketeer
P.E.K.K.A Musketeer
P.E.K.K.A Fireball
P.E.K.K.A Fireball
Archers Fireball Musketeer
Electro Spirit Ice Spirit Archers Fireball Musketeer P.E.K.K.A
Electro Spirit Archers Fireball Musketeer P.E.K.K.A
Electro Spirit Fireball

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 Musketeer
Fireball Musketeer
Fireball
Fireball Musketeer
Fireball Fire Spirit
Fireball Electro Spirit Fire Spirit Ice Spirit Musketeer
Fire Spirit Archers Musketeer
Fireball Fire Spirit Ice Spirit
Fireball
Fire Spirit Fireball Musketeer
Fireball Musketeer
Fireball Fire Spirit Archers Musketeer
Fire Spirit Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fireball
Fire Spirit Archers Fireball Musketeer
Fire Spirit Fireball
Fireball Musketeer
Fireball
Musketeer
Fireball Musketeer
Electro Spirit Fire Spirit Ice Spirit Fireball
Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
Fire Spirit Archers Fireball Musketeer
Electro Spirit Ice Spirit Fireball Musketeer
Fireball
Fireball Musketeer
Electro Spirit Ice Spirit Fireball
P.E.K.K.A
Fireball
Electro Spirit Fire Spirit Ice Spirit Archers Fireball Musketeer
Fireball Fire Spirit Archers Musketeer
Fireball
Fireball Musketeer
Fireball Musketeer
Fireball
Musketeer P.E.K.K.A
Electro Spirit Ice Spirit Fireball Musketeer
Fireball Musketeer
Fireball Musketeer
P.E.K.K.A
Fireball

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