My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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.

Wizard Baby Dragon Witch

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 Baby Dragon Witch

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball Rocket

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

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Rocket

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 Baby Dragon

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
Skeleton Army
Giant Snowball
Barbarians Skeleton Army Baby Dragon Witch
Zap
Skeleton Army Witch
Barbarian Barrel
Barbarians Wizard Skeleton Army Witch
The Log
Barbarians Mini P.E.K.K.A Skeleton Army Witch
Earthquake
Barbarians Skeleton Army Witch
Arrows
Skeleton Army Witch
Royal Delivery
Barbarians Mini P.E.K.K.A Wizard Skeleton Army Baby Dragon Witch
Fireball
Barbarians Wizard Skeleton Army Baby Dragon Witch
Poison
Barbarians Wizard Skeleton Army Witch
Lightning
Mini P.E.K.K.A Wizard Baby Dragon Witch
Rocket
Barbarians Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Rocket Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard Rocket Baby Dragon

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Rocket Skeleton Army Baby Dragon

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 Skeleton Army

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 Witch

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.

Skeleton Army Fireball Mini P.E.K.K.A Baby Dragon Barbarians Wizard Witch Rocket

Shortest cycle

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

15 Skeleton Army Fireball Mini P.E.K.K.A Baby Dragon

Attack Synergies 0 4

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
Baby Dragon
Mini P.E.K.K.A
Wizard Baby Dragon
Wizard
Mini P.E.K.K.A
Rocket
Skeleton Army
Baby Dragon
Fireball Mini P.E.K.K.A Witch
Witch
Baby Dragon

Defense Synergies 0 8

Barbarians
Skeleton Army
Fireball
Mini P.E.K.K.A
Mini P.E.K.K.A
Fireball Wizard Skeleton Army Baby Dragon Witch
Wizard
Mini P.E.K.K.A Skeleton Army
Rocket
Skeleton Army
Barbarians Mini P.E.K.K.A Wizard
Baby Dragon
Mini P.E.K.K.A Witch
Witch
Mini P.E.K.K.A 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.

Rocket Fireball Wizard Baby Dragon
Barbarians Mini P.E.K.K.A Skeleton Army Witch
Barbarians Mini P.E.K.K.A Rocket Skeleton Army Witch
Barbarians Mini P.E.K.K.A Skeleton Army Witch
Barbarians Fireball Mini P.E.K.K.A Rocket Skeleton Army
Fireball Skeleton Army Baby Dragon
Rocket Fireball Wizard Baby Dragon Witch
Rocket Barbarians Fireball Baby Dragon
Barbarians Mini P.E.K.K.A Witch Skeleton Army
Skeleton Army Barbarians Mini P.E.K.K.A
Barbarians Skeleton Army Witch Fireball Wizard Baby Dragon
Fireball Wizard Baby Dragon Witch
Barbarians Mini P.E.K.K.A Skeleton Army Fireball Wizard Rocket Witch
Fireball Wizard Rocket Skeleton Army Barbarians Mini P.E.K.K.A Baby Dragon Witch
Barbarians Mini P.E.K.K.A Skeleton Army
Barbarians Rocket Skeleton Army Fireball Mini P.E.K.K.A
Barbarians Wizard Fireball Mini P.E.K.K.A Skeleton Army Witch
Fireball Barbarians Wizard Skeleton Army Baby Dragon Witch
Wizard Baby Dragon Witch Barbarians Fireball
Barbarians Mini P.E.K.K.A
Wizard Skeleton Army Barbarians Fireball Mini P.E.K.K.A Baby Dragon Witch
Mini P.E.K.K.A

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 Skeleton Army Fireball Witch
Fireball Mini P.E.K.K.A Wizard Rocket Baby Dragon
Barbarians Skeleton Army Mini P.E.K.K.A Rocket Witch
Mini P.E.K.K.A Rocket Skeleton Army Barbarians Fireball
Barbarians Mini P.E.K.K.A Skeleton Army Witch
Fireball Wizard Rocket Baby Dragon Witch
Mini P.E.K.K.A Rocket Skeleton Army Barbarians Fireball Witch
Mini P.E.K.K.A Barbarians Skeleton Army
Rocket Barbarians Fireball Mini P.E.K.K.A Skeleton Army Baby Dragon Witch
Witch Barbarians Skeleton Army
Barbarians Mini P.E.K.K.A Witch
Rocket Skeleton Army Barbarians Fireball
Barbarians Mini P.E.K.K.A Rocket Skeleton Army Fireball Wizard Witch
Wizard Barbarians Fireball Skeleton Army Baby Dragon Witch
Barbarians Skeleton Army Witch Fireball Mini P.E.K.K.A Rocket Baby Dragon
Barbarians Fireball Mini P.E.K.K.A Wizard Baby Dragon Witch
Fireball

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 Rocket Baby Dragon
Fireball Baby Dragon
Rocket Fireball Baby Dragon
Barbarians Fireball Rocket
Fireball Wizard Rocket Baby Dragon
Fireball Wizard Rocket Baby Dragon Witch
Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon
Fireball Wizard
Rocket Fireball Mini P.E.K.K.A
Rocket Fireball Wizard
Fireball Wizard Rocket Baby Dragon
Rocket Fireball Baby Dragon
Fireball Rocket Baby Dragon
Fireball Baby Dragon
Rocket Fireball Wizard Baby Dragon Witch
Fireball Wizard Rocket Baby Dragon
Fireball Rocket
Mini P.E.K.K.A Rocket
Rocket Fireball Mini P.E.K.K.A Wizard Baby Dragon
Rocket Fireball Wizard Baby Dragon Witch
Rocket Fireball Baby Dragon
Rocket Fireball Wizard
Rocket
Rocket Barbarians Fireball Baby Dragon
Fireball Wizard Baby Dragon Witch
Witch
Fireball Wizard Baby Dragon Witch
Fireball Wizard Baby Dragon Witch
Fireball Rocket Baby Dragon
Fireball Wizard Baby Dragon Witch
Rocket Fireball Wizard Witch
Fireball Mini P.E.K.K.A
Fireball Wizard Rocket
Rocket Fireball
Rocket Fireball Wizard
Barbarians Fireball Rocket Skeleton Army Witch
Fireball Rocket Wizard Baby Dragon Witch
Fireball
Fireball Mini P.E.K.K.A Wizard Rocket Baby Dragon
Fireball Wizard Baby Dragon
Rocket Fireball
Fireball Rocket Baby Dragon Witch
Fireball Rocket Witch
Fireball Rocket Baby Dragon Witch
Fireball Wizard Rocket

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