My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 Firecracker Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Firecracker Tombstone Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Wall Breakers

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.

Wall Breakers

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.

Wall Breakers 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.

Firecracker

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 Wall Breakers Guards
Giant Snowball
Archers Tombstone Wall Breakers Guards
Zap
Archers Firecracker Tombstone Wall Breakers Guards
Barbarian Barrel
Archers Firecracker Tombstone Wizard Wall Breakers Guards
The Log
Archers Firecracker Tombstone Wall Breakers Guards
Earthquake
Archers Firecracker Tombstone Guards
Arrows
Archers Firecracker Tombstone Wall Breakers Guards
Royal Delivery
Archers Firecracker Wizard Wall Breakers Guards P.E.K.K.A
Fireball
Archers Firecracker Tombstone Wizard Wall Breakers
Poison
Archers Firecracker Tombstone Wizard Guards
Lightning
Tombstone Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

Tombstone Guards 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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Archers Firecracker Tombstone Guards Fireball Wizard P.E.K.K.A

Shortest cycle

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

11 Wall Breakers Archers Firecracker Tombstone

Attack Synergies 0 6

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
Wall Breakers P.E.K.K.A
Firecracker
Wall Breakers P.E.K.K.A
Tombstone
Fireball
Wall Breakers
Wizard
P.E.K.K.A
Wall Breakers
Archers Firecracker Fireball
Guards
P.E.K.K.A
Archers Firecracker Wizard

Defense Synergies 0 12

Archers
Firecracker Tombstone Guards P.E.K.K.A
Firecracker
Archers Tombstone Guards P.E.K.K.A
Tombstone
Archers Firecracker Fireball Wizard Guards
Fireball
Tombstone
Wizard
Tombstone Guards P.E.K.K.A
Wall Breakers
Guards
Archers Firecracker Tombstone Wizard
P.E.K.K.A
Archers Firecracker Wizard

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.

Firecracker Tombstone Fireball Wizard
P.E.K.K.A Firecracker Tombstone
P.E.K.K.A Archers Tombstone
P.E.K.K.A Firecracker Tombstone Guards
Firecracker Tombstone Fireball P.E.K.K.A
Fireball Archers Firecracker Guards
Archers Firecracker Tombstone Fireball Wizard
Fireball P.E.K.K.A
P.E.K.K.A Tombstone
Guards Archers Firecracker
Archers Guards Firecracker Tombstone Fireball Wizard
Archers Firecracker Fireball Wizard
Tombstone P.E.K.K.A Fireball Wizard Guards
Fireball Wizard Firecracker Tombstone Guards P.E.K.K.A
P.E.K.K.A Tombstone
Fireball P.E.K.K.A
Wizard Firecracker Tombstone Fireball P.E.K.K.A
Tombstone Fireball Archers Firecracker Wizard Guards
Wizard Archers Firecracker Tombstone Fireball Guards
P.E.K.K.A
Wizard Archers Firecracker Fireball Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Archers Tombstone Fireball P.E.K.K.A
Fireball Archers Firecracker Wizard
Tombstone Guards P.E.K.K.A
Guards P.E.K.K.A Fireball
P.E.K.K.A Tombstone Guards
Firecracker Fireball Wizard Archers
Guards P.E.K.K.A Archers Tombstone Fireball
P.E.K.K.A
P.E.K.K.A Firecracker Tombstone Fireball
P.E.K.K.A Tombstone Guards
P.E.K.K.A Tombstone Guards
P.E.K.K.A Fireball Guards
P.E.K.K.A Tombstone Fireball Wizard Guards
Wizard Archers Firecracker Fireball
Tombstone Guards Archers Firecracker Fireball P.E.K.K.A
Archers Firecracker Fireball Wizard P.E.K.K.A
Tombstone 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 Firecracker Guards
Firecracker Fireball
Fireball
Firecracker Fireball Guards
Fireball Wizard Firecracker
Firecracker Fireball Wizard
Archers Firecracker Wizard
Fireball Firecracker Wizard
Fireball Firecracker Wizard
Fireball Guards
Firecracker Fireball Wizard
Fireball Archers Firecracker Wizard
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball
Archers Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball
Fireball Wizard
Fireball
Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball Wizard
Fireball Firecracker
Archers Firecracker Fireball Wizard
Firecracker Fireball Wizard Guards
Fireball
Fireball Wizard
Firecracker Fireball
P.E.K.K.A
Firecracker Fireball Wizard
Archers Tombstone Fireball Guards
Fireball Archers Firecracker Wizard
Fireball
Fireball Firecracker Wizard
Firecracker Fireball Wizard
Fireball
Firecracker P.E.K.K.A
Firecracker Fireball Guards
Firecracker Fireball
Firecracker Fireball

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