My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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.

Missing

Damage spells

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

Arrows Fireball Rage

Punishments

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

Elite Barbarians

Pump responses

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

Fireball

Dropped at the bridge

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

Elite Barbarians 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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 Rage 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.

Elite Barbarians 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.

Fireball 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Arrows Fireball Baby Dragon 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 Fireball

Attack Synergies 4 10

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 Rage Baby Dragon P.E.K.K.A
Arrows
Elite Barbarians Fireball P.E.K.K.A
Elite Barbarians
Arrows Rage Bats Fireball Wizard
Fireball
Arrows Elite Barbarians Baby Dragon
Wizard
Elite Barbarians Rage P.E.K.K.A
Rage
Elite Barbarians Bats Wizard
Baby Dragon
Bats Fireball P.E.K.K.A
P.E.K.K.A
Arrows Bats Wizard Baby Dragon

Defense Synergies 0 7

Bats
Baby Dragon P.E.K.K.A
Arrows
Fireball P.E.K.K.A
Elite Barbarians
Wizard
Fireball
Arrows
Wizard
Elite Barbarians P.E.K.K.A
Rage
Baby Dragon
Bats 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.

Fireball Wizard Baby Dragon
Elite Barbarians P.E.K.K.A Bats
P.E.K.K.A Bats Elite Barbarians
Elite Barbarians P.E.K.K.A Bats
Arrows Elite Barbarians Fireball P.E.K.K.A
Arrows Fireball Bats Baby Dragon
Bats Arrows Fireball Wizard Baby Dragon
Arrows Fireball Baby Dragon P.E.K.K.A
P.E.K.K.A Elite Barbarians
Elite Barbarians
Bats Arrows Fireball Wizard Baby Dragon
Arrows Bats Fireball Wizard Baby Dragon
P.E.K.K.A Bats Elite Barbarians Fireball Wizard
Fireball Wizard Bats Arrows Baby Dragon P.E.K.K.A
Elite Barbarians P.E.K.K.A
Elite Barbarians Fireball P.E.K.K.A
Wizard Bats Arrows Elite Barbarians Fireball P.E.K.K.A
Arrows Fireball Bats Elite Barbarians Wizard Baby Dragon
Arrows Wizard Baby Dragon Bats Fireball
P.E.K.K.A Elite Barbarians
Wizard Bats Arrows Elite Barbarians Fireball Baby Dragon P.E.K.K.A
P.E.K.K.A Elite Barbarians

Counters to secondary win conditions

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

Elite Barbarians Fireball P.E.K.K.A
Fireball Arrows Elite Barbarians Wizard Baby Dragon
P.E.K.K.A Bats Elite Barbarians
P.E.K.K.A Bats Elite Barbarians Fireball
P.E.K.K.A Elite Barbarians
Arrows Fireball Wizard Bats Baby Dragon
P.E.K.K.A Bats Elite Barbarians Fireball
P.E.K.K.A Elite Barbarians
P.E.K.K.A Bats Elite Barbarians Fireball Baby Dragon
P.E.K.K.A
P.E.K.K.A Bats Elite Barbarians
P.E.K.K.A Arrows Elite Barbarians Fireball
Elite Barbarians P.E.K.K.A Fireball Wizard
Wizard Fireball Baby Dragon
Elite Barbarians Bats Fireball Baby Dragon P.E.K.K.A
Bats Arrows Elite Barbarians Fireball Wizard Baby Dragon P.E.K.K.A
Arrows 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 Arrows Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Fireball
Fireball Wizard Arrows Baby Dragon
Arrows Fireball Wizard Bats Baby Dragon
Arrows Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball Wizard
Bats Elite Barbarians Fireball
Arrows Fireball Wizard
Fireball Arrows Wizard Baby Dragon
Elite Barbarians Fireball Baby Dragon
Arrows Fireball Baby Dragon
Arrows Elite Barbarians Fireball Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball
Bats
Arrows Fireball Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Fireball Baby Dragon
Arrows Fireball Wizard
Arrows Fireball Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Fireball Arrows Wizard Baby Dragon
Fireball Arrows Baby Dragon
Elite Barbarians Bats Arrows Fireball Wizard Baby Dragon
Bats Fireball Wizard
Elite Barbarians Fireball
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Bats Fireball
Fireball Arrows Wizard Baby Dragon
Arrows Fireball
Fireball Wizard Baby Dragon
Arrows Fireball Wizard Baby Dragon
Arrows Fireball
Elite Barbarians P.E.K.K.A
Bats Elite Barbarians Fireball Baby Dragon
Bats Fireball
Fireball Baby Dragon
P.E.K.K.A
Fireball Wizard

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