My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Baby Dragon

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 Baby Dragon P.E.K.K.A Goblinstein

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows Fireball

Punishments

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

Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Baby Dragon 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.

Goblin Barrel

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
Goblin Barrel Skeleton Army
Giant Snowball
Goblin Barrel Skeleton Army Baby Dragon
Zap
Goblin Barrel Skeleton Army
Barbarian Barrel
Wizard Goblin Barrel Skeleton Army
The Log
Goblin Barrel Skeleton Army
Earthquake
Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Wizard Goblin Barrel Skeleton Army Baby Dragon P.E.K.K.A
Fireball
Wizard Goblin Barrel Skeleton Army Baby Dragon
Poison
Wizard Skeleton Army
Lightning
Wizard Baby Dragon Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Wizard Baby Dragon

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 Skeleton Army Baby Dragon 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 Goblin Barrel 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.

Fireball Wizard Goblin Barrel

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Barrel Skeleton Army Fireball Baby Dragon Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

13 Arrows Goblin Barrel Skeleton Army Fireball

Attack Synergies 2 7

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.

Arrows
Fireball P.E.K.K.A Goblin Barrel
Fireball
Arrows Baby Dragon
Wizard
P.E.K.K.A
Goblin Barrel
Arrows Skeleton Army Baby Dragon P.E.K.K.A
Skeleton Army
Goblin Barrel
Baby Dragon
Fireball Goblin Barrel P.E.K.K.A
P.E.K.K.A
Arrows Wizard Goblin Barrel Baby Dragon
Goblinstein

Defense Synergies 0 5

Arrows
Fireball P.E.K.K.A
Fireball
Arrows
Wizard
Skeleton Army P.E.K.K.A
Goblin Barrel
Skeleton Army
Wizard
Baby Dragon
P.E.K.K.A
P.E.K.K.A
Arrows Wizard Baby Dragon
Goblinstein

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 Wizard Baby Dragon
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Skeleton Army Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball Baby Dragon P.E.K.K.A
P.E.K.K.A Skeleton Army
Skeleton Army
Skeleton Army Arrows Fireball Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Skeleton Army P.E.K.K.A Fireball Wizard
Fireball Wizard Skeleton Army Arrows Baby Dragon P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Fireball P.E.K.K.A
Wizard Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Wizard Skeleton Army Baby Dragon
Arrows Wizard Baby Dragon Fireball
P.E.K.K.A
Wizard Skeleton Army Arrows Fireball Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Fireball P.E.K.K.A
Fireball Arrows Wizard Baby Dragon
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A Fireball
P.E.K.K.A Skeleton Army
Arrows Fireball Wizard Baby Dragon
Skeleton Army P.E.K.K.A Fireball
P.E.K.K.A Skeleton Army
P.E.K.K.A Fireball Skeleton Army Baby Dragon
P.E.K.K.A Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Arrows Fireball
Skeleton Army P.E.K.K.A Fireball Wizard
Wizard Fireball Skeleton Army Baby Dragon
Skeleton Army Fireball Baby Dragon P.E.K.K.A
Arrows Fireball Wizard Baby Dragon P.E.K.K.A
Arrows 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 Arrows Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Fireball Wizard Arrows Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Fireball Arrows Wizard Baby Dragon
Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball
Arrows Fireball Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Fireball Baby Dragon
Arrows Fireball Wizard
Arrows Fireball Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Fireball Arrows Wizard Baby Dragon
Fireball Arrows Baby Dragon
Arrows Fireball Wizard Baby Dragon
Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Fireball Skeleton Army
Fireball Arrows Wizard Baby Dragon
Arrows Fireball
Fireball Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball
P.E.K.K.A
Fireball Baby Dragon
Fireball
Fireball Baby Dragon
P.E.K.K.A
Fireball Wizard

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