My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Musketeer Zappies Witch Magic Archer

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.

Musketeer Zappies Witch P.E.K.K.A Magic Archer

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.

Arrows Rage

Pump responses

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

Missing

Dropped at the bridge

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

Fire Spirit P.E.K.K.A Magic Archer

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.

Magic Archer

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
Giant Snowball
Fire Spirit Musketeer Zappies Witch
Zap
Fire Spirit Zappies Witch
Barbarian Barrel
Fire Spirit Musketeer Zappies Witch Magic Archer
The Log
Fire Spirit Musketeer Zappies Witch
Earthquake
Zappies Witch
Arrows
Fire Spirit Zappies Witch
Royal Delivery
Fire Spirit Musketeer Zappies Witch P.E.K.K.A Magic Archer
Fireball
Musketeer Zappies Witch Magic Archer
Poison
Musketeer Zappies Witch Magic Archer
Lightning
Musketeer Witch Magic Archer
Rocket
Musketeer Witch Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Witch Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Magic Archer

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.

Fire Spirit Arrows Rage P.E.K.K.A

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 Musketeer Witch

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.

Fire Spirit Rage Arrows Musketeer Zappies Magic Archer Witch P.E.K.K.A

Shortest cycle

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

10 Fire Spirit Rage Arrows Musketeer

Attack Synergies 4 4

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.

Fire Spirit
P.E.K.K.A
Arrows
P.E.K.K.A
Musketeer
P.E.K.K.A
Zappies
Rage P.E.K.K.A
Rage
Witch Zappies
Witch
Rage P.E.K.K.A
P.E.K.K.A
Fire Spirit Arrows Magic Archer Musketeer Zappies Witch
Magic Archer
P.E.K.K.A

Defense Synergies 0 5

Fire Spirit
P.E.K.K.A
Arrows
P.E.K.K.A
Musketeer
Zappies P.E.K.K.A
Zappies
Musketeer P.E.K.K.A
Rage
Witch
P.E.K.K.A
Fire Spirit Arrows Musketeer Zappies
Magic Archer

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.

Musketeer Zappies Magic Archer
P.E.K.K.A Musketeer Zappies Witch
Witch P.E.K.K.A Fire Spirit Musketeer Zappies
Witch P.E.K.K.A Musketeer Zappies
Arrows P.E.K.K.A
Arrows Fire Spirit Musketeer Zappies Magic Archer
Musketeer Fire Spirit Arrows Zappies Witch Magic Archer
Arrows Musketeer P.E.K.K.A Magic Archer
Zappies Witch P.E.K.K.A Musketeer
Fire Spirit Musketeer Zappies
Witch Arrows Musketeer Zappies Magic Archer
Arrows Musketeer Zappies Witch Magic Archer
P.E.K.K.A Fire Spirit Musketeer Zappies Witch
Fire Spirit Arrows Zappies Witch P.E.K.K.A Magic Archer
P.E.K.K.A Zappies
Zappies P.E.K.K.A
Arrows Musketeer Zappies Witch P.E.K.K.A
Fire Spirit Arrows Musketeer Zappies Witch Magic Archer
Arrows Witch Fire Spirit Musketeer Zappies Magic Archer
P.E.K.K.A Musketeer Zappies
Fire Spirit Arrows Musketeer Zappies Witch P.E.K.K.A

Counters to secondary win conditions

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

Zappies Witch P.E.K.K.A
Arrows Musketeer Magic Archer
Zappies P.E.K.K.A Musketeer Witch
P.E.K.K.A Musketeer Zappies
P.E.K.K.A Musketeer Zappies Witch
Fire Spirit Arrows Musketeer Zappies Witch Magic Archer
P.E.K.K.A Musketeer Zappies Witch
P.E.K.K.A Zappies
P.E.K.K.A Zappies Witch Magic Archer
Witch P.E.K.K.A Musketeer Zappies
P.E.K.K.A Musketeer Zappies Witch
P.E.K.K.A Arrows
P.E.K.K.A Zappies Witch
Musketeer Zappies Witch Magic Archer
Zappies Witch Musketeer P.E.K.K.A Magic Archer
Arrows Musketeer Zappies Witch P.E.K.K.A Magic Archer
Arrows

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.)

Magic Archer Arrows Musketeer
Arrows Musketeer Magic Archer
Arrows Magic Archer
Arrows Musketeer
Fire Spirit Arrows Magic Archer
Arrows Fire Spirit Musketeer Witch Magic Archer
Fire Spirit Arrows Musketeer Witch Magic Archer
Arrows Fire Spirit Magic Archer
Arrows
Fire Spirit Musketeer
Arrows Musketeer Magic Archer
Fire Spirit Arrows Musketeer Magic Archer
Fire Spirit Musketeer Magic Archer
Arrows Musketeer Magic Archer
Arrows Musketeer Magic Archer
Arrows Musketeer Witch Magic Archer
Magic Archer Arrows Musketeer
Arrows
Fire Spirit Arrows Musketeer Magic Archer
Fire Spirit Arrows Witch Magic Archer
Musketeer Magic Archer
Arrows
Musketeer
Arrows Musketeer
Arrows Fire Spirit Witch Magic Archer
Witch
Arrows Musketeer Witch Magic Archer
Arrows Musketeer Witch Magic Archer
Arrows Musketeer Magic Archer
Fire Spirit Arrows Musketeer Witch Magic Archer
Musketeer Zappies Witch
Arrows Musketeer Magic Archer
Arrows Zappies Magic Archer
P.E.K.K.A
Arrows Magic Archer
Fire Spirit Musketeer Zappies Witch Magic Archer
Fire Spirit Arrows Musketeer Zappies Witch Magic Archer
Arrows
Musketeer Magic Archer
Arrows Musketeer Magic Archer
Arrows
Musketeer P.E.K.K.A
Musketeer Zappies Witch Magic Archer
Musketeer Zappies Witch Magic Archer
Musketeer Witch Magic Archer
P.E.K.K.A

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