My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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.

Bats Minion Horde 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.

Bats Battle Ram Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

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.

Elite Barbarians Battle Ram

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.

Minion Horde Elite Barbarians Battle Ram 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.

Elite Barbarians

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
Bats Minion Horde Elite Barbarians Battle Ram
Giant Snowball
Bats Minion Horde Battle Ram
Zap
Bats Minion Horde Battle Ram
Barbarian Barrel
Elite Barbarians Battle Ram Wizard
The Log
Elite Barbarians Battle Ram
Earthquake
Arrows
Bats Minion Horde
Royal Delivery
Bats Minion Horde Elite Barbarians Battle Ram Wizard P.E.K.K.A
Fireball
Minion Horde Elite Barbarians Battle Ram Wizard
Poison
Bats Minion Horde Wizard
Lightning
Elite Barbarians Battle Ram Wizard
Rocket
Minion Horde Elite Barbarians Wizard

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.

Bats Arrows Battle Ram Rage 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.

Elite Barbarians

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.

Minion Horde 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Arrows Battle Ram Minion Horde Wizard Elite Barbarians P.E.K.K.A

Shortest cycle

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

11 Bats Rage Arrows Battle Ram

Attack Synergies 4 11

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.

Bats
Elite Barbarians Battle Ram Rage P.E.K.K.A
Arrows
Elite Barbarians P.E.K.K.A Battle Ram
Minion Horde
Rage Battle Ram
Elite Barbarians
Arrows Rage Bats Battle Ram Wizard
Battle Ram
Bats Arrows Minion Horde Elite Barbarians P.E.K.K.A
Wizard
Elite Barbarians Rage P.E.K.K.A
Rage
Minion Horde Elite Barbarians Bats Wizard
P.E.K.K.A
Arrows Bats Battle Ram Wizard

Defense Synergies 0 4

Bats
P.E.K.K.A
Arrows
P.E.K.K.A
Minion Horde
Elite Barbarians
Wizard
Battle Ram
Wizard
Elite Barbarians P.E.K.K.A
Rage
P.E.K.K.A
Bats Arrows 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.

Minion Horde Wizard
Minion Horde Elite Barbarians P.E.K.K.A Bats
Minion Horde P.E.K.K.A Bats Elite Barbarians
Minion Horde Elite Barbarians P.E.K.K.A Bats
Arrows Elite Barbarians P.E.K.K.A
Arrows Bats
Bats Minion Horde Arrows Wizard
Arrows P.E.K.K.A
Minion Horde P.E.K.K.A Elite Barbarians
Elite Barbarians Minion Horde
Bats Minion Horde Arrows Wizard
Arrows Minion Horde Bats Wizard
Minion Horde P.E.K.K.A Bats Elite Barbarians Wizard
Wizard Bats Arrows Minion Horde P.E.K.K.A
Elite Barbarians P.E.K.K.A Minion Horde
Minion Horde Elite Barbarians P.E.K.K.A
Minion Horde Wizard Bats Arrows Elite Barbarians P.E.K.K.A
Arrows Bats Minion Horde Elite Barbarians Wizard
Arrows Wizard Bats
P.E.K.K.A Elite Barbarians
Wizard Bats Arrows Minion Horde Elite Barbarians P.E.K.K.A

Counters to secondary win conditions

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

Elite Barbarians P.E.K.K.A
Arrows Elite Barbarians Wizard
P.E.K.K.A Bats Minion Horde Elite Barbarians
P.E.K.K.A Bats Minion Horde Elite Barbarians
P.E.K.K.A Minion Horde Elite Barbarians
Arrows Wizard Bats Minion Horde
P.E.K.K.A Bats Minion Horde Elite Barbarians
P.E.K.K.A Minion Horde Elite Barbarians
Minion Horde P.E.K.K.A Bats Elite Barbarians
P.E.K.K.A Minion Horde
P.E.K.K.A Bats Minion Horde Elite Barbarians
P.E.K.K.A Arrows Elite Barbarians
Elite Barbarians P.E.K.K.A Minion Horde Wizard
Wizard Minion Horde
Elite Barbarians Bats Minion Horde P.E.K.K.A
Bats Arrows Minion Horde Elite Barbarians Wizard 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 Minion Horde
Arrows
Arrows Minion Horde
Arrows
Wizard Arrows Minion Horde
Arrows Wizard Bats Minion Horde
Arrows Minion Horde Wizard
Arrows Wizard
Arrows Wizard
Bats Minion Horde Elite Barbarians
Arrows Minion Horde Wizard
Arrows Wizard
Elite Barbarians
Arrows Minion Horde
Arrows Elite Barbarians
Arrows Minion Horde Wizard
Arrows Minion Horde Wizard
Arrows
Bats Minion Horde
Arrows Wizard
Arrows Wizard
Minion Horde
Arrows Wizard
Arrows Minion Horde
Arrows Wizard
Minion Horde
Arrows Wizard
Arrows Wizard
Arrows
Elite Barbarians Bats Arrows Minion Horde Wizard
Bats Minion Horde Wizard
Minion Horde Elite Barbarians
Arrows Minion Horde Wizard
Arrows Minion Horde
P.E.K.K.A Minion Horde
Arrows Wizard
Minion Horde Bats
Arrows Wizard
Arrows
Minion Horde Wizard
Arrows Wizard
Arrows
Minion Horde Elite Barbarians P.E.K.K.A
Bats Minion Horde Elite Barbarians
Bats
P.E.K.K.A
Wizard

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