My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Electro Dragon Magic Archer

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.

Electro Dragon Bowler P.E.K.K.A Magic Archer

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 Poison

Pump responses

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

Fireball Poison

Dropped at the bridge

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

Barbarians P.E.K.K.A Magic Archer

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.

Electro Dragon Magic Archer

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
Giant Snowball
Barbarians Electro Dragon
Zap
Barbarian Barrel
Barbarians Magic Archer
The Log
Barbarians
Earthquake
Barbarians
Arrows
Royal Delivery
Barbarians Electro Dragon Bowler P.E.K.K.A Magic Archer
Fireball
Barbarians Electro Dragon Bowler Magic Archer
Poison
Barbarians Electro Dragon Magic Archer
Lightning
Electro Dragon Bowler Magic Archer
Rocket
Barbarians Electro Dragon Bowler Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Poison Electro Dragon Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Poison Electro Dragon Bowler Magic Archer

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.

Poison Bowler 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.

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

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.

Mirror Fireball Poison Magic Archer Barbarians Electro Dragon Bowler P.E.K.K.A

Shortest cycle

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

12 Mirror Fireball Poison Magic Archer

Attack Synergies 3 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.

Barbarians
Fireball
Mirror Magic Archer
Mirror
Fireball Poison Magic Archer
Poison
P.E.K.K.A Mirror Electro Dragon Bowler
Electro Dragon
Poison Bowler P.E.K.K.A Magic Archer
Bowler
Poison Electro Dragon Magic Archer
P.E.K.K.A
Poison Magic Archer Electro Dragon
Magic Archer
P.E.K.K.A Fireball Mirror Electro Dragon Bowler

Defense Synergies 1 5

Barbarians
Fireball
Mirror
Mirror
Fireball Poison Electro Dragon Bowler Magic Archer
Poison
Mirror
Electro Dragon
Mirror Bowler
Bowler
Mirror Electro Dragon
P.E.K.K.A
Magic Archer
Mirror

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.

Bowler Fireball Electro Dragon Magic Archer
Barbarians P.E.K.K.A Electro Dragon
Barbarians Bowler P.E.K.K.A Electro Dragon
Barbarians P.E.K.K.A Electro Dragon Bowler
Barbarians Fireball Poison Bowler P.E.K.K.A
Fireball Bowler Electro Dragon Magic Archer
Fireball Poison Electro Dragon Magic Archer
Bowler Barbarians Fireball Poison Electro Dragon P.E.K.K.A Magic Archer
Barbarians P.E.K.K.A
Barbarians Bowler
Barbarians Poison Fireball Electro Dragon Bowler Magic Archer
Fireball Poison Electro Dragon Magic Archer
Barbarians Bowler P.E.K.K.A Fireball Electro Dragon
Fireball Bowler Barbarians Poison Electro Dragon P.E.K.K.A Magic Archer
Barbarians P.E.K.K.A
Barbarians Fireball Bowler P.E.K.K.A
Barbarians Fireball Poison Electro Dragon Bowler P.E.K.K.A
Fireball Barbarians Electro Dragon Bowler Magic Archer
Poison Barbarians Fireball Electro Dragon Bowler Magic Archer
Barbarians P.E.K.K.A
Bowler Barbarians Fireball Poison Electro Dragon P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Fireball Bowler P.E.K.K.A
Fireball Poison Electro Dragon Bowler Magic Archer
Barbarians P.E.K.K.A Electro Dragon Bowler
Bowler P.E.K.K.A Barbarians Fireball
Barbarians P.E.K.K.A Bowler
Fireball Poison Electro Dragon Magic Archer
P.E.K.K.A Barbarians Fireball Bowler
P.E.K.K.A Barbarians
Electro Dragon P.E.K.K.A Barbarians Fireball Poison Magic Archer
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians Electro Dragon Bowler
P.E.K.K.A Barbarians Fireball Poison Bowler
Barbarians Bowler P.E.K.K.A Fireball
Barbarians Fireball Electro Dragon Bowler Magic Archer
Barbarians Electro Dragon Fireball Poison Bowler P.E.K.K.A Magic Archer
Poison Bowler Barbarians Fireball Electro Dragon P.E.K.K.A Magic Archer
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 Poison Magic Archer Electro Dragon
Fireball Poison Electro Dragon Bowler Magic Archer
Fireball Poison Electro Dragon Magic Archer
Barbarians Fireball Poison
Fireball Poison Bowler Magic Archer
Fireball Poison Electro Dragon Magic Archer
Poison Bowler Magic Archer
Fireball Poison Electro Dragon Bowler Magic Archer
Fireball Poison Electro Dragon
Fireball Poison Electro Dragon Bowler
Poison Fireball Electro Dragon Bowler Magic Archer
Fireball Poison Electro Dragon Magic Archer
Poison Fireball Bowler Magic Archer
Fireball Poison Electro Dragon Magic Archer
Fireball Poison Magic Archer
Fireball Poison Electro Dragon Bowler Magic Archer
Magic Archer Fireball Poison Electro Dragon Bowler
Fireball Poison
Fireball Poison Electro Dragon Bowler Magic Archer
Fireball Poison Electro Dragon Bowler Magic Archer
Fireball Poison Bowler Magic Archer
Fireball Poison
Bowler
Barbarians Fireball Poison Electro Dragon
Poison Fireball Electro Dragon Bowler Magic Archer
Fireball Poison Electro Dragon Bowler Magic Archer
Fireball Poison Electro Dragon Bowler Magic Archer
Fireball Poison Magic Archer
Poison Fireball Electro Dragon Magic Archer
Electro Dragon Fireball Poison
Fireball Bowler
Poison Fireball Electro Dragon Magic Archer
Fireball Poison Electro Dragon Magic Archer
P.E.K.K.A
Fireball Poison Bowler Magic Archer
Barbarians Fireball Electro Dragon Magic Archer
Fireball Poison Electro Dragon Magic Archer
Fireball
Fireball Poison Electro Dragon Bowler Magic Archer
Fireball Poison Electro Dragon Bowler Magic Archer
Fireball Poison
Electro Dragon P.E.K.K.A
Electro Dragon Fireball Poison Bowler Magic Archer
Fireball Poison Electro Dragon Magic Archer
Poison Electro Dragon Fireball Bowler Magic Archer
P.E.K.K.A
Fireball Electro Dragon Bowler

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