My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
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 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 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.

Inferno Tower Wizard Baby Dragon

Defensive buildings

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

Inferno Tower

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

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

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.

Goblin Barrel

Dropped at the bridge

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

Barbarians 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 Guards
Giant Snowball
Barbarians Goblin Barrel Guards Baby Dragon
Zap
Inferno Tower Goblin Barrel Guards
Barbarian Barrel
Barbarians Inferno Tower Wizard Goblin Barrel Guards
The Log
Barbarians Goblin Barrel Guards
Earthquake
Barbarians Inferno Tower Goblin Barrel Guards
Arrows
Goblin Barrel Guards
Royal Delivery
Barbarians Wizard Goblin Barrel Guards Baby Dragon P.E.K.K.A
Fireball
Barbarians Inferno Tower Wizard Goblin Barrel Baby Dragon
Poison
Barbarians Inferno Tower Wizard Guards
Lightning
Inferno Tower Wizard Baby Dragon
Rocket
Barbarians Inferno Tower Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon

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.

Arrows Inferno Tower Guards 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.

Goblin Barrel

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Goblin Barrel Guards Baby Dragon Barbarians Inferno Tower Wizard P.E.K.K.A

Shortest cycle

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

13 Arrows Goblin Barrel Guards Baby Dragon

Attack Synergies 1 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.

Arrows
P.E.K.K.A Goblin Barrel
Barbarians
Inferno Tower
Wizard
P.E.K.K.A
Goblin Barrel
Arrows Guards Baby Dragon P.E.K.K.A
Guards
Goblin Barrel
Baby Dragon
Goblin Barrel P.E.K.K.A
P.E.K.K.A
Arrows Wizard Goblin Barrel Baby Dragon

Defense Synergies 1 8

Arrows
Barbarians Inferno Tower P.E.K.K.A
Barbarians
Arrows
Inferno Tower
Guards Arrows Baby Dragon
Wizard
Guards P.E.K.K.A
Goblin Barrel
Guards
Inferno Tower Wizard Baby Dragon
Baby Dragon
Inferno Tower Guards P.E.K.K.A
P.E.K.K.A
Arrows Wizard Baby Dragon

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.

Inferno Tower Wizard Baby Dragon
Barbarians Inferno Tower P.E.K.K.A
Barbarians Inferno Tower P.E.K.K.A
Barbarians Inferno Tower P.E.K.K.A Guards
Arrows Barbarians P.E.K.K.A
Arrows Guards Baby Dragon
Inferno Tower Arrows Wizard Baby Dragon
Arrows Barbarians Inferno Tower Baby Dragon P.E.K.K.A
Barbarians Inferno Tower P.E.K.K.A
Guards Barbarians Inferno Tower
Barbarians Guards Arrows Wizard Baby Dragon
Arrows Inferno Tower Wizard Baby Dragon
Barbarians Inferno Tower P.E.K.K.A Wizard Guards
Wizard Arrows Barbarians Guards Baby Dragon P.E.K.K.A
Barbarians Inferno Tower P.E.K.K.A
Barbarians Inferno Tower P.E.K.K.A
Barbarians Wizard Arrows Inferno Tower P.E.K.K.A
Arrows Barbarians Wizard Guards Baby Dragon
Arrows Wizard Baby Dragon Barbarians Guards
Barbarians P.E.K.K.A Inferno Tower
Wizard Arrows Barbarians Guards Baby Dragon P.E.K.K.A
Inferno Tower P.E.K.K.A Guards

Counters to secondary win conditions

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

Barbarians Guards Inferno Tower P.E.K.K.A
Arrows Wizard Baby Dragon
Barbarians Guards P.E.K.K.A Inferno Tower
Guards P.E.K.K.A Barbarians Inferno Tower
Barbarians Inferno Tower P.E.K.K.A Guards
Arrows Wizard Baby Dragon
Guards P.E.K.K.A Barbarians Inferno Tower
Inferno Tower P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Inferno Tower Baby Dragon
Inferno Tower P.E.K.K.A Barbarians Guards
P.E.K.K.A Barbarians Inferno Tower Guards
P.E.K.K.A Arrows Barbarians Guards
Barbarians P.E.K.K.A Inferno Tower Wizard Guards
Wizard Barbarians Baby Dragon
Barbarians Inferno Tower Guards Baby Dragon P.E.K.K.A
Arrows Barbarians Inferno Tower Wizard Baby Dragon P.E.K.K.A
Arrows Inferno 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.)

Arrows Guards Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Barbarians Guards
Wizard Arrows Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard
Guards
Arrows Wizard
Arrows Wizard Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Baby Dragon
Arrows Wizard
Arrows Barbarians Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Wizard Guards
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Barbarians Guards
Arrows Wizard Baby Dragon
Arrows
Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
P.E.K.K.A
Guards Baby Dragon
Baby Dragon
P.E.K.K.A
Wizard

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