My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Bomber Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Zap Arrows Barbarian Barrel

Punishments

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

Wall Breakers

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.

Barbarian Barrel Wall Breakers 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
Bomber Wall Breakers Skeleton Army
Giant Snowball
Bomber Wall Breakers Skeleton Army
Zap
Bomber Wall Breakers Skeleton Army
Barbarian Barrel
Bomber Wizard Wall Breakers Skeleton Army
The Log
Bomber Wall Breakers Skeleton Army
Earthquake
Bomber Skeleton Army
Arrows
Bomber Wall Breakers Skeleton Army
Royal Delivery
Bomber Wizard Wall Breakers Skeleton Army P.E.K.K.A
Fireball
Bomber Wizard Wall Breakers Skeleton Army
Poison
Bomber Wizard Skeleton Army
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Arrows Wizard 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.

Arrows Skeleton Army 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.

Skeleton Army

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

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.

Bomber Zap Barbarian Barrel Wall Breakers Arrows Skeleton Army Wizard P.E.K.K.A

Shortest cycle

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

8 Bomber Zap Barbarian Barrel Wall Breakers

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.

Bomber
Zap Barbarian Barrel P.E.K.K.A
Zap
Arrows P.E.K.K.A Bomber Barbarian Barrel Wall Breakers
Arrows
Zap P.E.K.K.A Wall Breakers
Wizard
P.E.K.K.A
Barbarian Barrel
Bomber Zap Wall Breakers P.E.K.K.A
Wall Breakers
Zap Arrows Barbarian Barrel
Skeleton Army
P.E.K.K.A
Zap Arrows Bomber Wizard Barbarian Barrel

Defense Synergies 0 13

Bomber
Zap Barbarian Barrel P.E.K.K.A
Zap
Bomber Arrows Barbarian Barrel Skeleton Army P.E.K.K.A
Arrows
Zap Barbarian Barrel P.E.K.K.A
Wizard
Barbarian Barrel Skeleton Army P.E.K.K.A
Barbarian Barrel
Bomber Zap Arrows Wizard P.E.K.K.A
Wall Breakers
Skeleton Army
Zap Wizard
P.E.K.K.A
Bomber Zap Arrows Wizard Barbarian Barrel

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.

Bomber Zap Wizard Barbarian Barrel
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Bomber
Skeleton Army P.E.K.K.A
Bomber Arrows Barbarian Barrel Skeleton Army P.E.K.K.A
Arrows Barbarian Barrel Skeleton Army Bomber Zap
Zap Arrows Wizard
Zap Arrows Barbarian Barrel P.E.K.K.A
P.E.K.K.A Skeleton Army
Skeleton Army Bomber Barbarian Barrel
Skeleton Army Bomber Zap Arrows Wizard Barbarian Barrel
Arrows Zap Wizard
Skeleton Army P.E.K.K.A Bomber Zap Wizard
Bomber Wizard Skeleton Army Zap Arrows Barbarian Barrel P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Zap P.E.K.K.A
Wizard Bomber Arrows Skeleton Army P.E.K.K.A
Arrows Bomber Zap Wizard Barbarian Barrel Skeleton Army
Zap Arrows Wizard Barbarian Barrel Bomber
P.E.K.K.A
Bomber Wizard Skeleton Army Arrows Barbarian Barrel 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.

Skeleton Army Zap Barbarian Barrel P.E.K.K.A
Bomber Zap Arrows Wizard Barbarian Barrel
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Zap Barbarian Barrel
P.E.K.K.A Skeleton Army
Arrows Wizard Zap
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Barbarian Barrel Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Zap Arrows
Skeleton Army P.E.K.K.A Wizard
Wizard Bomber Skeleton Army
Skeleton Army Bomber Zap Barbarian Barrel P.E.K.K.A
Arrows Bomber Zap Wizard Barbarian Barrel P.E.K.K.A
Bomber Zap 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 Barbarian Barrel
Arrows Zap Barbarian Barrel
Arrows Barbarian Barrel
Arrows Barbarian Barrel
Bomber Wizard Zap Arrows Barbarian Barrel
Arrows Wizard Zap
Bomber Arrows Wizard
Arrows Zap Wizard Barbarian Barrel
Arrows Zap Wizard
Zap Arrows Wizard Barbarian Barrel
Zap Arrows Wizard
Barbarian Barrel
Arrows Barbarian Barrel
Zap Arrows Barbarian Barrel
Bomber Zap Arrows Wizard Barbarian Barrel
Arrows Wizard Barbarian Barrel
Arrows Barbarian Barrel
Bomber
Bomber Zap Arrows Wizard Barbarian Barrel
Bomber Zap Arrows Wizard Barbarian Barrel
Arrows Wizard
Zap Arrows Barbarian Barrel
Zap Arrows Bomber Wizard Barbarian Barrel
Arrows Zap Wizard Barbarian Barrel
Zap Arrows Wizard
Zap Arrows Barbarian Barrel
Zap Arrows Wizard
Zap Wizard
Bomber Zap Arrows Wizard
Zap Arrows
P.E.K.K.A
Arrows Wizard
Zap Barbarian Barrel Skeleton Army
Zap Arrows Wizard
Arrows Barbarian Barrel
Wizard
Arrows Bomber Zap Wizard
Zap Arrows
P.E.K.K.A
Zap
Zap
Zap Barbarian Barrel
P.E.K.K.A
Wizard

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