My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Archers 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.

Archers Wizard Balloon

Offensive cards

Win conditions

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

Royal Hogs Wall Breakers Balloon

Damage spells

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

Fireball

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 Royal Hogs Wall Breakers Balloon

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.

Barbarians Mini P.E.K.K.A Royal Hogs Wall Breakers Balloon

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.

Mini P.E.K.K.A Royal Hogs Balloon

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 Royal Hogs Wall Breakers Balloon
Giant Snowball
Archers Barbarians Royal Hogs Wall Breakers Balloon
Zap
Archers Royal Hogs Wall Breakers Balloon
Barbarian Barrel
Archers Barbarians Wizard Royal Hogs Wall Breakers
The Log
Archers Barbarians Mini P.E.K.K.A Royal Hogs Wall Breakers
Earthquake
Archers Barbarians Royal Hogs
Arrows
Archers Royal Hogs Wall Breakers
Royal Delivery
Archers Barbarians Mini P.E.K.K.A Wizard Royal Hogs Wall Breakers Balloon
Fireball
Archers Barbarians Wizard Royal Hogs Wall Breakers Balloon
Poison
Archers Barbarians Wizard Royal Hogs Balloon
Lightning
Mini P.E.K.K.A Wizard Balloon
Rocket
Barbarians Wizard Royal Hogs Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

Ladder info

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

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.

Barbarians Fireball 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.

Wall Breakers Archers Fireball Mini P.E.K.K.A Barbarians Wizard Royal Hogs Balloon

Shortest cycle

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

13 Wall Breakers Archers Fireball Mini P.E.K.K.A

Attack Synergies 0 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.

Archers
Mini P.E.K.K.A Royal Hogs Wall Breakers Balloon
Barbarians
Balloon
Fireball
Royal Hogs Wall Breakers
Mini P.E.K.K.A
Archers Wizard Royal Hogs
Wizard
Mini P.E.K.K.A Royal Hogs Balloon
Royal Hogs
Archers Fireball Mini P.E.K.K.A Wizard
Wall Breakers
Archers Fireball Balloon
Balloon
Archers Barbarians Wizard Wall Breakers

Defense Synergies 0 3

Archers
Mini P.E.K.K.A
Barbarians
Fireball
Mini P.E.K.K.A
Mini P.E.K.K.A
Archers Fireball Wizard
Wizard
Mini P.E.K.K.A
Royal Hogs
Wall Breakers
Balloon

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
Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Archers
Barbarians Mini P.E.K.K.A
Barbarians Fireball Mini P.E.K.K.A
Fireball Archers
Archers Fireball Wizard
Barbarians Fireball
Barbarians Mini P.E.K.K.A
Archers Barbarians Mini P.E.K.K.A
Archers Barbarians Fireball Wizard
Archers Fireball Wizard
Barbarians Mini P.E.K.K.A Fireball Wizard
Fireball Wizard Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A
Barbarians Fireball Mini P.E.K.K.A
Barbarians Wizard Fireball Mini P.E.K.K.A
Fireball Archers Barbarians Wizard
Wizard Archers Barbarians Fireball
Barbarians Mini P.E.K.K.A
Wizard Archers Barbarians Fireball Mini P.E.K.K.A
Mini P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Archers Fireball
Fireball Archers Mini P.E.K.K.A Wizard
Barbarians Mini P.E.K.K.A
Mini P.E.K.K.A Barbarians Fireball
Barbarians Mini P.E.K.K.A
Fireball Wizard Archers
Mini P.E.K.K.A Archers Barbarians Fireball
Mini P.E.K.K.A Barbarians
Barbarians Fireball Mini P.E.K.K.A
Barbarians
Barbarians Mini P.E.K.K.A
Barbarians Fireball
Barbarians Mini P.E.K.K.A Fireball Wizard
Wizard Archers Barbarians Fireball
Barbarians Archers Fireball Mini P.E.K.K.A
Archers Barbarians Fireball Mini P.E.K.K.A Wizard
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
Fireball
Fireball
Barbarians Fireball
Fireball Wizard
Fireball Wizard
Archers Wizard
Fireball Wizard
Fireball Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball Archers Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Mini P.E.K.K.A
Archers Fireball Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
Fireball Wizard
Barbarians Fireball
Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Archers Fireball Wizard
Fireball Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball
Fireball Wizard
Archers Barbarians Fireball
Fireball Archers Wizard
Fireball
Fireball Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball
Fireball Wizard

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