My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Bomber Firecracker Wizard Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Tornado

Punishments

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

Mini P.E.K.K.A

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.

Mini P.E.K.K.A Golem

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.

Firecracker Mini P.E.K.K.A Golem

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
Bomber Skeleton Army
Giant Snowball
Bomber Skeleton Army
Zap
Bomber Firecracker Skeleton Army
Barbarian Barrel
Bomber Firecracker Wizard Skeleton Army
The Log
Bomber Firecracker Mini P.E.K.K.A Skeleton Army
Earthquake
Bomber Firecracker Skeleton Army
Arrows
Bomber Firecracker Skeleton Army
Royal Delivery
Bomber Firecracker Mini P.E.K.K.A Wizard Skeleton Army
Fireball
Bomber Firecracker Wizard Skeleton Army
Poison
Bomber Firecracker Wizard Skeleton Army
Lightning
Mini P.E.K.K.A Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Firecracker Wizard Tornado

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.

Mini P.E.K.K.A Skeleton Army Tornado Golem

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.

Skeleton Army

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.

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.

Bomber Zap Firecracker Skeleton Army Tornado Mini P.E.K.K.A Wizard Golem

Shortest cycle

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

10 Bomber Zap Firecracker Skeleton Army

Attack Synergies 4 12

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.

Bomber
Golem Zap Mini P.E.K.K.A
Zap
Firecracker Tornado Bomber Mini P.E.K.K.A Golem
Firecracker
Zap Mini P.E.K.K.A Tornado Golem
Mini P.E.K.K.A
Bomber Zap Firecracker Wizard Tornado Golem
Wizard
Tornado Mini P.E.K.K.A Golem
Skeleton Army
Tornado
Zap Wizard Firecracker Mini P.E.K.K.A Golem
Golem
Bomber Zap Firecracker Mini P.E.K.K.A Wizard Tornado

Defense Synergies 2 13

Bomber
Zap Mini P.E.K.K.A Tornado
Zap
Mini P.E.K.K.A Bomber Firecracker Skeleton Army Tornado
Firecracker
Zap Mini P.E.K.K.A Skeleton Army Tornado
Mini P.E.K.K.A
Zap Bomber Firecracker Wizard Skeleton Army Tornado
Wizard
Tornado Mini P.E.K.K.A Skeleton Army
Skeleton Army
Zap Firecracker Mini P.E.K.K.A Wizard
Tornado
Wizard Bomber Zap Firecracker Mini P.E.K.K.A
Golem

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.

Bomber Zap Firecracker Wizard
Mini P.E.K.K.A Skeleton Army Zap Firecracker
Mini P.E.K.K.A Skeleton Army Tornado Bomber
Mini P.E.K.K.A Skeleton Army Firecracker
Bomber Firecracker Mini P.E.K.K.A Skeleton Army Tornado
Skeleton Army Tornado Bomber Zap Firecracker
Tornado Zap Firecracker Wizard
Zap
Mini P.E.K.K.A Skeleton Army Tornado
Skeleton Army Tornado Bomber Firecracker Mini P.E.K.K.A
Skeleton Army Bomber Zap Firecracker Wizard Tornado
Zap Firecracker Wizard Tornado
Mini P.E.K.K.A Skeleton Army Bomber Zap Wizard
Bomber Wizard Skeleton Army Zap Firecracker Mini P.E.K.K.A Tornado
Mini P.E.K.K.A Skeleton Army
Skeleton Army Tornado Zap Mini P.E.K.K.A
Wizard Bomber Firecracker Mini P.E.K.K.A Skeleton Army Tornado
Bomber Zap Firecracker Wizard Skeleton Army Tornado
Zap Wizard Tornado Bomber Firecracker
Mini P.E.K.K.A Tornado
Bomber Wizard Skeleton Army Firecracker Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zap
Bomber Zap Firecracker Mini P.E.K.K.A Wizard
Skeleton Army Zap Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Zap Tornado
Mini P.E.K.K.A Skeleton Army
Firecracker Wizard Zap Tornado
Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A Skeleton Army
Zap Firecracker Mini P.E.K.K.A Skeleton Army Tornado
Skeleton Army
Mini P.E.K.K.A
Skeleton Army Zap Tornado
Mini P.E.K.K.A Skeleton Army Wizard
Wizard Bomber Firecracker Skeleton Army
Skeleton Army Bomber Zap Firecracker Mini P.E.K.K.A Tornado
Bomber Zap Firecracker Mini P.E.K.K.A Wizard
Bomber Zap

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.)

Firecracker
Firecracker Zap Tornado
Firecracker
Bomber Wizard Zap Firecracker
Firecracker Wizard Zap Tornado
Bomber Firecracker Wizard Tornado
Zap Firecracker Wizard Tornado
Zap Firecracker Wizard Tornado
Mini P.E.K.K.A Tornado
Firecracker Zap Wizard Tornado
Zap Firecracker Wizard Tornado
Firecracker
Firecracker
Zap Firecracker
Bomber Zap Firecracker Wizard
Firecracker Wizard
Tornado
Bomber Mini P.E.K.K.A
Bomber Zap Firecracker Mini P.E.K.K.A Wizard
Bomber Zap Firecracker Wizard Tornado
Wizard Tornado
Tornado
Zap
Zap Firecracker Tornado Bomber Wizard
Firecracker Zap Wizard Tornado
Zap Wizard Tornado
Zap Firecracker Tornado
Zap Firecracker Wizard Tornado
Zap Firecracker Wizard
Mini P.E.K.K.A
Bomber Zap Wizard
Zap Firecracker
Firecracker Wizard
Zap Skeleton Army
Zap Firecracker Wizard Tornado
Firecracker Mini P.E.K.K.A Wizard
Bomber Zap Firecracker Wizard
Zap Tornado
Firecracker
Zap Firecracker Tornado
Firecracker Zap Tornado
Zap Firecracker Tornado
Firecracker Wizard

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