My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 Wizard Baby Dragon

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 Wizard Baby Dragon P.E.K.K.A

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows

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 Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Mini P.E.K.K.A Baby Dragon 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.

Mini P.E.K.K.A Goblin Barrel

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 Goblin Barrel Guards
Giant Snowball
Bats Goblin Barrel Guards Baby Dragon
Zap
Bats Goblin Barrel Guards
Barbarian Barrel
Wizard Goblin Barrel Guards
The Log
Mini P.E.K.K.A Goblin Barrel Guards
Earthquake
Goblin Barrel Guards
Arrows
Bats Goblin Barrel Guards
Royal Delivery
Bats Mini P.E.K.K.A Wizard Goblin Barrel Guards Baby Dragon P.E.K.K.A
Fireball
Wizard Goblin Barrel Baby Dragon
Poison
Bats Wizard Guards
Lightning
Mini P.E.K.K.A Wizard Baby Dragon
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon

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 Mini P.E.K.K.A Guards Baby Dragon 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.

Goblin Barrel

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.

Wizard Goblin Barrel

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.

Bats Arrows Goblin Barrel Guards Mini P.E.K.K.A Baby Dragon Wizard P.E.K.K.A

Shortest cycle

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

11 Bats Arrows Goblin Barrel Guards

Attack Synergies 1 13

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
Mini P.E.K.K.A Goblin Barrel Baby Dragon P.E.K.K.A
Arrows
P.E.K.K.A Mini P.E.K.K.A Goblin Barrel
Mini P.E.K.K.A
Bats Arrows Wizard Baby Dragon
Wizard
Mini P.E.K.K.A P.E.K.K.A
Goblin Barrel
Bats Arrows Guards Baby Dragon P.E.K.K.A
Guards
Goblin Barrel
Baby Dragon
Bats Mini P.E.K.K.A Goblin Barrel P.E.K.K.A
P.E.K.K.A
Arrows Bats Wizard Goblin Barrel Baby Dragon

Defense Synergies 0 12

Bats
Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Arrows
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Bats Arrows Wizard Guards Baby Dragon
Wizard
Mini P.E.K.K.A Guards P.E.K.K.A
Goblin Barrel
Guards
Mini P.E.K.K.A Wizard Baby Dragon
Baby Dragon
Bats Mini P.E.K.K.A Guards P.E.K.K.A
P.E.K.K.A
Bats Arrows Wizard 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.

Wizard Baby Dragon
Mini P.E.K.K.A P.E.K.K.A Bats
Mini P.E.K.K.A P.E.K.K.A Bats
Mini P.E.K.K.A P.E.K.K.A Bats Guards
Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Bats Guards Baby Dragon
Bats Arrows Wizard Baby Dragon
Arrows Baby Dragon P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Guards Mini P.E.K.K.A
Bats Guards Arrows Wizard Baby Dragon
Arrows Bats Wizard Baby Dragon
Mini P.E.K.K.A P.E.K.K.A Bats Wizard Guards
Wizard Bats Arrows Mini P.E.K.K.A Guards Baby Dragon P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Wizard Bats Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Bats Wizard Guards Baby Dragon
Arrows Wizard Baby Dragon Bats Guards
Mini P.E.K.K.A P.E.K.K.A
Wizard Bats Arrows Mini P.E.K.K.A Guards Baby Dragon P.E.K.K.A
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Baby Dragon
Guards P.E.K.K.A Bats Mini P.E.K.K.A
Mini P.E.K.K.A Guards P.E.K.K.A Bats
P.E.K.K.A Mini P.E.K.K.A Guards
Arrows Wizard Bats Baby Dragon
Mini P.E.K.K.A Guards P.E.K.K.A Bats
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Bats Mini P.E.K.K.A Baby Dragon
P.E.K.K.A Guards
P.E.K.K.A Bats Mini P.E.K.K.A Guards
P.E.K.K.A Arrows Guards
Mini P.E.K.K.A P.E.K.K.A Wizard Guards
Wizard Baby Dragon
Guards Bats Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Bats Arrows Mini P.E.K.K.A Wizard Baby Dragon 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 Guards Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Guards
Wizard Arrows Baby Dragon
Arrows Wizard Bats Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard
Bats Mini P.E.K.K.A Guards
Arrows Wizard
Arrows Wizard Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Baby Dragon
Arrows Wizard Baby Dragon
Baby Dragon
Arrows Wizard
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Baby Dragon
Bats Arrows Wizard Baby Dragon
Bats Wizard Guards
Mini P.E.K.K.A
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Bats Guards
Arrows Wizard Baby Dragon
Arrows
Mini P.E.K.K.A Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
P.E.K.K.A
Bats Guards Baby Dragon
Bats
Baby Dragon
P.E.K.K.A
Wizard

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