My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard Electro 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 Electro Wizard

Offensive cards

Win conditions

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

Goblin Barrel Balloon

Damage spells

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

Arrows Rage

Punishments

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

Goblin Barrel Balloon

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.

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.

Goblin Barrel Balloon Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Rage 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.

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.

Wizard Goblin Barrel Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Goblin Barrel Guards Electro Wizard Wizard Balloon P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Goblin Barrel Guards

Attack Synergies 4 9

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 Goblin Barrel
Wizard
Rage Balloon P.E.K.K.A
Rage
Balloon Wizard Electro Wizard
Goblin Barrel
Arrows Guards Balloon P.E.K.K.A
Guards
Goblin Barrel
Balloon
Arrows Rage Wizard Goblin Barrel Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Wizard Goblin Barrel
Electro Wizard
P.E.K.K.A Rage Balloon

Defense Synergies 0 6

Arrows
P.E.K.K.A
Wizard
Guards P.E.K.K.A Electro Wizard
Rage
Goblin Barrel
Guards
Wizard Electro Wizard
Balloon
P.E.K.K.A
Arrows Wizard Electro Wizard
Electro Wizard
Wizard Guards 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.

Wizard Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Guards Electro Wizard
Arrows P.E.K.K.A
Arrows Guards Electro Wizard
Electro Wizard Arrows Wizard
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Guards Electro Wizard
Guards Electro Wizard Arrows Wizard
Arrows Wizard Electro Wizard
P.E.K.K.A Wizard Guards Electro Wizard
Wizard Arrows Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Arrows P.E.K.K.A Electro Wizard
Arrows Wizard Guards Electro Wizard
Arrows Wizard Guards Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Arrows Guards P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Guards P.E.K.K.A Electro Wizard
Electro Wizard Arrows Wizard
Guards P.E.K.K.A Electro Wizard
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Guards
Arrows Wizard Electro Wizard
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards Electro Wizard
P.E.K.K.A Wizard Guards
Wizard
Guards Electro Wizard P.E.K.K.A
Arrows Wizard P.E.K.K.A Electro Wizard
Arrows Electro Wizard

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
Arrows Electro Wizard
Arrows
Arrows Guards
Wizard Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows Wizard
Guards Electro Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard Electro Wizard
Arrows Wizard
Arrows
Arrows Wizard Electro Wizard
Electro Wizard Wizard Guards
Arrows Wizard
Arrows Electro Wizard
P.E.K.K.A
Arrows Wizard
Electro Wizard Guards
Arrows Wizard Electro Wizard
Arrows
Wizard Electro Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Guards Electro Wizard
Electro Wizard
Electro Wizard
P.E.K.K.A
Wizard

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