My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Minions 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.

Wizard Balloon P.E.K.K.A

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Rage Freeze

Punishments

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

Balloon

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 Balloon 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.

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
Minions Balloon
Giant Snowball
Minions Barbarians Balloon
Zap
Minions Balloon
Barbarian Barrel
Barbarians Wizard
The Log
Barbarians
Earthquake
Barbarians
Arrows
Minions
Royal Delivery
Minions Barbarians Wizard Balloon P.E.K.K.A
Fireball
Minions Barbarians Wizard Balloon
Poison
Minions Barbarians Wizard Balloon
Lightning
Wizard Balloon
Rocket
Barbarians Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Freeze

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 Rage Freeze P.E.K.K.A

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Minions Freeze Barbarians Wizard Balloon P.E.K.K.A

Shortest cycle

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

12 Rage Arrows Minions Freeze

Attack Synergies 5 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
Balloon P.E.K.K.A Freeze
Minions
Rage Balloon P.E.K.K.A
Barbarians
Balloon
Wizard
Rage Balloon P.E.K.K.A
Rage
Minions Balloon Wizard
Freeze
Balloon Arrows
Balloon
Arrows Rage Freeze Minions Barbarians Wizard
P.E.K.K.A
Arrows Minions Wizard

Defense Synergies 0 6

Arrows
Barbarians P.E.K.K.A
Minions
Freeze P.E.K.K.A
Barbarians
Arrows
Wizard
Freeze P.E.K.K.A
Rage
Freeze
Minions Wizard
Balloon
P.E.K.K.A
Arrows Minions 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.

Minions Wizard
Barbarians P.E.K.K.A Minions
Barbarians P.E.K.K.A Minions Freeze
Barbarians P.E.K.K.A Minions
Arrows Barbarians P.E.K.K.A
Arrows Freeze Minions
Minions Arrows Wizard Freeze
Arrows Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Minions
Barbarians
Minions Barbarians Arrows Wizard Freeze
Arrows Minions Wizard
Barbarians P.E.K.K.A Minions Wizard Freeze
Wizard Arrows Minions Barbarians Freeze P.E.K.K.A
Barbarians P.E.K.K.A
Barbarians Freeze P.E.K.K.A
Barbarians Wizard Arrows Minions P.E.K.K.A
Arrows Minions Barbarians Wizard
Arrows Wizard Freeze Minions Barbarians
Barbarians P.E.K.K.A
Wizard Arrows Minions Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Barbarians P.E.K.K.A
Arrows Wizard
Barbarians P.E.K.K.A Minions
P.E.K.K.A Barbarians
Barbarians P.E.K.K.A
Arrows Wizard Minions Freeze
P.E.K.K.A Minions Barbarians
P.E.K.K.A Barbarians
Freeze P.E.K.K.A Minions Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Minions Barbarians
P.E.K.K.A Arrows Barbarians
Barbarians P.E.K.K.A Wizard
Wizard Barbarians
Barbarians Minions Freeze P.E.K.K.A
Arrows Minions Barbarians Wizard Freeze P.E.K.K.A
Arrows

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 Freeze
Arrows
Arrows
Arrows Barbarians Freeze
Wizard Arrows
Arrows Wizard Minions Freeze
Arrows Wizard
Arrows Wizard Freeze
Arrows Wizard
Minions
Arrows Wizard
Arrows Wizard
Arrows Minions Freeze
Arrows
Arrows Wizard
Arrows Wizard
Arrows Freeze
Minions
Arrows Wizard
Arrows Wizard
Minions
Arrows Wizard
Arrows Barbarians
Arrows Freeze Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Minions Wizard Freeze
Arrows Wizard
Arrows Freeze
P.E.K.K.A
Arrows Wizard
Minions Barbarians Freeze
Arrows Wizard
Freeze
Arrows
Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Minions Freeze
Freeze
P.E.K.K.A
Wizard

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