My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
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.

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.

Battle Ram Giant Wizard

Offensive cards

Win conditions

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

Battle Ram Giant

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.

Mini P.E.K.K.A Battle Ram Giant

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.

Barbarians Mini P.E.K.K.A Battle Ram Giant

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
Battle Ram Giant Guards
Giant Snowball
Barbarians Battle Ram Guards
Zap
Battle Ram Guards
Barbarian Barrel
Barbarians Battle Ram Bomb Tower Wizard Guards
The Log
Barbarians Mini P.E.K.K.A Battle Ram Guards
Earthquake
Barbarians Bomb Tower Guards
Arrows
Guards
Royal Delivery
Barbarians Mini P.E.K.K.A Battle Ram Wizard Guards
Fireball
Barbarians Battle Ram Bomb Tower Wizard
Poison
Barbarians Bomb Tower Wizard Guards
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.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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 Guards

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.

Barbarians 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Guards Fireball Mini P.E.K.K.A Battle Ram Bomb Tower Barbarians Giant Wizard

Shortest cycle

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

15 Guards Fireball Mini P.E.K.K.A Battle Ram

Attack Synergies 1 5

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.

Barbarians
Fireball
Battle Ram Giant
Mini P.E.K.K.A
Giant Wizard
Battle Ram
Fireball
Bomb Tower
Giant
Mini P.E.K.K.A Fireball Wizard Guards
Wizard
Mini P.E.K.K.A Giant
Guards
Giant

Defense Synergies 0 6

Barbarians
Fireball
Mini P.E.K.K.A Bomb Tower
Mini P.E.K.K.A
Fireball Bomb Tower Wizard Guards
Battle Ram
Bomb Tower
Fireball Mini P.E.K.K.A
Giant
Wizard
Mini P.E.K.K.A Guards
Guards
Mini P.E.K.K.A 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.

Fireball Wizard
Barbarians Mini P.E.K.K.A Bomb Tower
Barbarians Mini P.E.K.K.A Bomb Tower
Barbarians Mini P.E.K.K.A Bomb Tower Guards
Barbarians Fireball Mini P.E.K.K.A Bomb Tower
Fireball Bomb Tower Guards
Fireball Bomb Tower Wizard
Barbarians Fireball Bomb Tower
Barbarians Mini P.E.K.K.A Bomb Tower
Guards Barbarians Mini P.E.K.K.A
Barbarians Guards Fireball Bomb Tower Wizard
Fireball Wizard
Barbarians Mini P.E.K.K.A Bomb Tower Fireball Wizard Guards
Fireball Bomb Tower Wizard Barbarians Mini P.E.K.K.A Guards
Barbarians Mini P.E.K.K.A Bomb Tower
Barbarians Bomb Tower Fireball Mini P.E.K.K.A
Barbarians Bomb Tower Wizard Fireball Mini P.E.K.K.A
Fireball Bomb Tower Barbarians Wizard Guards
Bomb Tower Wizard Barbarians Fireball Guards
Barbarians Mini P.E.K.K.A Bomb Tower
Wizard Barbarians Fireball Mini P.E.K.K.A Bomb Tower Guards
Mini P.E.K.K.A Bomb Tower Guards

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 Guards Fireball
Fireball Mini P.E.K.K.A Bomb Tower Wizard
Barbarians Guards Mini P.E.K.K.A Bomb Tower
Mini P.E.K.K.A Guards Barbarians Fireball
Barbarians Mini P.E.K.K.A Guards
Fireball Wizard Bomb Tower
Mini P.E.K.K.A Guards Barbarians Fireball Bomb Tower
Mini P.E.K.K.A Barbarians Bomb Tower
Barbarians Fireball Mini P.E.K.K.A Bomb Tower
Barbarians Guards
Barbarians Mini P.E.K.K.A Bomb Tower Guards
Barbarians Fireball Guards
Barbarians Mini P.E.K.K.A Fireball Bomb Tower Wizard Guards
Wizard Barbarians Fireball Bomb Tower
Barbarians Guards Fireball Mini P.E.K.K.A Bomb Tower
Barbarians Fireball Mini P.E.K.K.A Bomb Tower Wizard
Fireball 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.)

Fireball Guards
Fireball
Fireball
Barbarians Fireball Guards
Fireball Wizard
Fireball Wizard
Wizard
Fireball Wizard
Fireball Wizard
Fireball Mini P.E.K.K.A Guards
Fireball Wizard
Fireball Wizard
Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
Fireball Wizard
Barbarians Fireball
Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Fireball Wizard Guards
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball
Fireball Wizard
Barbarians Fireball Guards
Fireball Wizard
Fireball
Fireball Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
Fireball Guards
Fireball
Fireball
Fireball Wizard

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