My Best Clash Royale Deck

Deck Check Rating

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

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 Ice Golem Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Ice Golem P.E.K.K.A Inferno Dragon

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Barbarian Barrel

Punishments

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

Mortar

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.

Knight Mortar Ice Golem Barbarian Barrel 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
Bats Inferno Dragon
Giant Snowball
Bats Inferno Dragon
Zap
Bats Mortar Inferno Dragon
Barbarian Barrel
Knight Mortar
The Log
Earthquake
Mortar
Arrows
Bats
Royal Delivery
Bats Knight P.E.K.K.A Inferno Dragon
Fireball
Mortar Inferno Dragon
Poison
Bats Mortar
Lightning
Knight Mortar Ice Golem Inferno Dragon
Rocket
Mortar Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Ice Golem Barbarian Barrel

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.

Bats Arrows Knight Ice Golem P.E.K.K.A Inferno Dragon

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.

Ice Golem

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.

Bats Ice Golem Barbarian Barrel Arrows Knight Mortar Inferno Dragon P.E.K.K.A

Shortest cycle

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

9 Bats Ice Golem Barbarian Barrel Arrows

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
Knight Ice Golem Mortar Barbarian Barrel P.E.K.K.A Inferno Dragon
Arrows
P.E.K.K.A Knight Mortar
Knight
Bats Mortar Arrows Barbarian Barrel
Mortar
Knight Bats Arrows Ice Golem Barbarian Barrel
Ice Golem
Bats Mortar Barbarian Barrel
Barbarian Barrel
Bats Knight Mortar Ice Golem P.E.K.K.A
P.E.K.K.A
Arrows Bats Barbarian Barrel
Inferno Dragon
Bats

Defense Synergies 1 18

Bats
Knight Mortar Ice Golem Barbarian Barrel P.E.K.K.A Inferno Dragon
Arrows
Knight Mortar Ice Golem Barbarian Barrel P.E.K.K.A
Knight
Bats Arrows Mortar Barbarian Barrel
Mortar
Bats Arrows Knight Ice Golem Barbarian Barrel Inferno Dragon
Ice Golem
Bats Arrows Mortar Barbarian Barrel Inferno Dragon
Barbarian Barrel
Bats Arrows Knight Mortar Ice Golem P.E.K.K.A
P.E.K.K.A
Bats Arrows Barbarian Barrel
Inferno Dragon
Bats Mortar Ice Golem

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.

Knight Mortar Ice Golem Barbarian Barrel
P.E.K.K.A Inferno Dragon Bats Knight Mortar
Mortar P.E.K.K.A Bats Knight Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Knight Mortar
Arrows Barbarian Barrel P.E.K.K.A
Arrows Barbarian Barrel Bats
Bats Inferno Dragon Arrows Mortar
Arrows Ice Golem Barbarian Barrel P.E.K.K.A
P.E.K.K.A Inferno Dragon Mortar
Knight Ice Golem Barbarian Barrel
Bats Arrows Knight Ice Golem Barbarian Barrel
Arrows Inferno Dragon Bats
Mortar P.E.K.K.A Bats Knight
Bats Arrows Mortar Barbarian Barrel P.E.K.K.A
P.E.K.K.A Inferno Dragon Knight Mortar
Mortar P.E.K.K.A Inferno Dragon
Bats Arrows Knight Mortar P.E.K.K.A
Arrows Mortar Bats Knight Barbarian Barrel
Arrows Mortar Barbarian Barrel Bats Knight Ice Golem Inferno Dragon
P.E.K.K.A Mortar Inferno Dragon
Bats Arrows Knight Barbarian Barrel P.E.K.K.A
P.E.K.K.A Mortar Inferno Dragon

Counters to secondary win conditions

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

Knight Ice Golem Barbarian Barrel P.E.K.K.A
Arrows Knight Mortar Ice Golem Barbarian Barrel Inferno Dragon
P.E.K.K.A Bats Knight Ice Golem
P.E.K.K.A Bats Knight Ice Golem Barbarian Barrel
P.E.K.K.A Knight Inferno Dragon
Arrows Bats Ice Golem
P.E.K.K.A Bats Knight Ice Golem
P.E.K.K.A Knight Inferno Dragon
P.E.K.K.A Bats Knight Mortar Ice Golem Barbarian Barrel Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Inferno Dragon Bats Knight
P.E.K.K.A Arrows
P.E.K.K.A Knight Ice Golem
Bats Knight Mortar Ice Golem Barbarian Barrel P.E.K.K.A Inferno Dragon
Bats Arrows Ice Golem Barbarian Barrel P.E.K.K.A Inferno Dragon
Arrows Mortar

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 Knight Mortar Ice Golem Barbarian Barrel
Arrows Mortar Barbarian Barrel
Arrows Barbarian Barrel
Arrows Knight Ice Golem Barbarian Barrel
Arrows Mortar Barbarian Barrel
Arrows Bats Ice Golem
Arrows Mortar
Arrows Ice Golem Barbarian Barrel
Arrows Mortar
Bats
Arrows Knight Mortar Barbarian Barrel
Arrows
Knight Mortar Ice Golem Barbarian Barrel
Arrows Mortar Barbarian Barrel
Arrows Mortar Ice Golem Barbarian Barrel
Arrows Mortar Barbarian Barrel
Arrows Mortar Barbarian Barrel
Arrows Mortar Barbarian Barrel
Bats
Arrows Mortar Barbarian Barrel
Arrows Mortar Barbarian Barrel
Arrows
Arrows Mortar Barbarian Barrel
Arrows Ice Golem Mortar Barbarian Barrel
Inferno Dragon
Arrows Mortar Barbarian Barrel
Arrows Mortar
Arrows Mortar Barbarian Barrel
Bats Arrows Ice Golem
Bats
Arrows Mortar
Arrows
P.E.K.K.A
Arrows
Bats Barbarian Barrel
Arrows
Arrows Barbarian Barrel
Knight
Arrows Mortar Ice Golem
Arrows
P.E.K.K.A
Bats
Bats
Mortar Barbarian Barrel
P.E.K.K.A Inferno Dragon
Mortar

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