My Best Clash Royale Deck

Deck Check Rating

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

1 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. 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 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!
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!
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 Minions Flying Machine Wizard

Defensive buildings

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

Bomb Tower

Investments

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

Archers Battle Ram Flying Machine Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Missing

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 Battle Ram

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.

Barbarians Mini P.E.K.K.A Battle Ram Flying Machine

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

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 Minions Battle Ram
Giant Snowball
Archers Minions Barbarians Battle Ram Flying Machine
Zap
Archers Minions Battle Ram Flying Machine
Barbarian Barrel
Archers Barbarians Battle Ram Bomb Tower Wizard
The Log
Archers Barbarians Mini P.E.K.K.A Battle Ram
Earthquake
Archers Barbarians Bomb Tower
Arrows
Archers Minions Flying Machine
Royal Delivery
Archers Minions Barbarians Mini P.E.K.K.A Battle Ram Flying Machine Wizard
Fireball
Archers Minions Barbarians Battle Ram Bomb Tower Flying Machine Wizard
Poison
Archers Minions Barbarians Bomb Tower Flying Machine Wizard
Lightning
Mini P.E.K.K.A Battle Ram Bomb Tower Wizard
Rocket
Barbarians Bomb Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomb Tower 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 Battle Ram

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.

Minions Barbarians 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.

Archers Minions Mini P.E.K.K.A Battle Ram Bomb Tower Flying Machine Barbarians Wizard

Shortest cycle

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

14 Archers Minions Mini P.E.K.K.A Battle Ram

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
Mini P.E.K.K.A Battle Ram
Minions
Mini P.E.K.K.A Battle Ram
Barbarians
Mini P.E.K.K.A
Archers Minions Wizard
Battle Ram
Archers Minions Flying Machine
Bomb Tower
Flying Machine
Battle Ram
Wizard
Mini P.E.K.K.A

Defense Synergies 0 6

Archers
Minions Mini P.E.K.K.A Bomb Tower
Minions
Archers Flying Machine
Barbarians
Mini P.E.K.K.A
Archers Bomb Tower Wizard
Battle Ram
Bomb Tower
Archers Mini P.E.K.K.A
Flying Machine
Minions
Wizard
Mini P.E.K.K.A

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.

Minions Flying Machine Wizard
Barbarians Mini P.E.K.K.A Bomb Tower Minions Flying Machine
Barbarians Mini P.E.K.K.A Bomb Tower Archers Minions
Barbarians Mini P.E.K.K.A Bomb Tower Minions
Barbarians Mini P.E.K.K.A Bomb Tower
Archers Minions Bomb Tower Flying Machine
Minions Archers Bomb Tower Flying Machine Wizard
Barbarians Bomb Tower Flying Machine
Barbarians Mini P.E.K.K.A Minions Bomb Tower
Archers Barbarians Mini P.E.K.K.A
Archers Minions Barbarians Bomb Tower Flying Machine Wizard
Minions Archers Flying Machine Wizard
Barbarians Mini P.E.K.K.A Bomb Tower Minions Flying Machine Wizard
Bomb Tower Wizard Minions Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Bomb Tower
Barbarians Bomb Tower Mini P.E.K.K.A
Barbarians Bomb Tower Wizard Minions Mini P.E.K.K.A
Bomb Tower Archers Minions Barbarians Flying Machine Wizard
Bomb Tower Wizard Archers Minions Barbarians Flying Machine
Barbarians Mini P.E.K.K.A Bomb Tower
Wizard Archers Minions Barbarians Mini P.E.K.K.A Bomb Tower Flying Machine
Mini P.E.K.K.A Bomb Tower

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
Archers Mini P.E.K.K.A Bomb Tower Flying Machine Wizard
Barbarians Minions Mini P.E.K.K.A Bomb Tower
Mini P.E.K.K.A Barbarians
Barbarians Mini P.E.K.K.A
Wizard Archers Minions Bomb Tower Flying Machine
Mini P.E.K.K.A Archers Minions Barbarians Bomb Tower Flying Machine
Mini P.E.K.K.A Barbarians Bomb Tower
Minions Barbarians Mini P.E.K.K.A Bomb Tower Flying Machine
Barbarians
Minions Barbarians Mini P.E.K.K.A Bomb Tower Flying Machine
Barbarians
Barbarians Mini P.E.K.K.A Bomb Tower Wizard
Wizard Archers Barbarians Bomb Tower Flying Machine
Barbarians Archers Minions Mini P.E.K.K.A Bomb Tower Flying Machine
Minions Archers Barbarians Mini P.E.K.K.A Bomb Tower Flying Machine Wizard
Bomb Tower

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.)

Flying Machine
Flying Machine
Flying Machine
Barbarians Flying Machine
Wizard
Wizard Minions Flying Machine
Archers Flying Machine Wizard
Flying Machine Wizard
Flying Machine Wizard
Minions Mini P.E.K.K.A
Flying Machine Wizard
Archers Flying Machine Wizard
Flying Machine
Minions Flying Machine
Flying Machine
Flying Machine Wizard
Flying Machine Wizard
Minions Mini P.E.K.K.A
Archers Mini P.E.K.K.A Flying Machine Wizard
Flying Machine Wizard
Minions
Wizard
Barbarians Flying Machine
Wizard
Flying Machine Wizard
Flying Machine Wizard
Archers Flying Machine Wizard
Minions Flying Machine Wizard
Mini P.E.K.K.A
Wizard
Wizard
Archers Minions Barbarians Flying Machine
Archers Flying Machine Wizard
Mini P.E.K.K.A Flying Machine Wizard
Flying Machine Wizard
Flying Machine
Minions Flying Machine
Flying Machine
Flying Machine
Wizard

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