My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Firecracker Baby Dragon Ice 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.

Firecracker Royal Giant Baby Dragon Balloon Ice Wizard

Offensive cards

Win conditions

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

Royal Giant Wall Breakers Balloon

Damage spells

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

Missing

Punishments

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

Royal Giant Mini P.E.K.K.A Wall Breakers Balloon

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.

Royal Giant Mini P.E.K.K.A Wall Breakers Baby Dragon Balloon

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.

Firecracker Mini P.E.K.K.A Balloon

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
Royal Giant Wall Breakers Skeleton Army Balloon
Giant Snowball
Wall Breakers Skeleton Army Baby Dragon Balloon
Zap
Firecracker Royal Giant Wall Breakers Skeleton Army Balloon
Barbarian Barrel
Firecracker Wall Breakers Skeleton Army Ice Wizard
The Log
Firecracker Royal Giant Mini P.E.K.K.A Wall Breakers Skeleton Army
Earthquake
Firecracker Skeleton Army
Arrows
Firecracker Wall Breakers Skeleton Army
Royal Delivery
Firecracker Mini P.E.K.K.A Wall Breakers Skeleton Army Baby Dragon Balloon Ice Wizard
Fireball
Firecracker Wall Breakers Skeleton Army Baby Dragon Balloon Ice Wizard
Poison
Firecracker Skeleton Army Balloon Ice Wizard
Lightning
Mini P.E.K.K.A Baby Dragon Balloon Ice Wizard
Rocket
Balloon

Against air swarms

Spells and units that can counter air swarms.

Firecracker Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Baby Dragon Ice Wizard

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.

Mini P.E.K.K.A Skeleton Army Baby Dragon Ice Wizard

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.

Royal Giant 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.

Ice 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Wall Breakers Firecracker Skeleton Army Ice Wizard Mini P.E.K.K.A Baby Dragon Balloon Royal Giant

Shortest cycle

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

11 Wall Breakers Firecracker Skeleton Army Ice Wizard

Attack Synergies 2 12

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.

Firecracker
Royal Giant Mini P.E.K.K.A Wall Breakers Baby Dragon Balloon
Royal Giant
Firecracker Ice Wizard Baby Dragon
Mini P.E.K.K.A
Firecracker Baby Dragon Ice Wizard
Wall Breakers
Firecracker Baby Dragon Balloon
Skeleton Army
Baby Dragon
Firecracker Royal Giant Mini P.E.K.K.A Wall Breakers Balloon Ice Wizard
Balloon
Firecracker Wall Breakers Baby Dragon Ice Wizard
Ice Wizard
Royal Giant Mini P.E.K.K.A Baby Dragon Balloon

Defense Synergies 1 8

Firecracker
Mini P.E.K.K.A Skeleton Army Baby Dragon Ice Wizard
Royal Giant
Mini P.E.K.K.A
Firecracker Skeleton Army Baby Dragon Ice Wizard
Wall Breakers
Skeleton Army
Firecracker Mini P.E.K.K.A Ice Wizard
Baby Dragon
Ice Wizard Firecracker Mini P.E.K.K.A
Balloon
Ice Wizard
Baby Dragon Firecracker Mini P.E.K.K.A Skeleton Army

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.

Firecracker Baby Dragon
Mini P.E.K.K.A Skeleton Army Firecracker Ice Wizard
Mini P.E.K.K.A Skeleton Army Ice Wizard
Mini P.E.K.K.A Skeleton Army Firecracker Ice Wizard
Firecracker Mini P.E.K.K.A Skeleton Army
Skeleton Army Firecracker Baby Dragon Ice Wizard
Firecracker Baby Dragon Ice Wizard
Baby Dragon
Mini P.E.K.K.A Skeleton Army Ice Wizard
Skeleton Army Firecracker Mini P.E.K.K.A Ice Wizard
Skeleton Army Ice Wizard Firecracker Baby Dragon
Firecracker Baby Dragon Ice Wizard
Mini P.E.K.K.A Skeleton Army Ice Wizard
Skeleton Army Firecracker Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Skeleton Army
Firecracker Skeleton Army Baby Dragon Ice Wizard
Baby Dragon Firecracker Ice Wizard
Mini P.E.K.K.A
Skeleton Army Firecracker Mini P.E.K.K.A Baby Dragon

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army
Firecracker Mini P.E.K.K.A Baby Dragon
Skeleton Army Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A Skeleton Army
Firecracker Baby Dragon Ice Wizard
Mini P.E.K.K.A Skeleton Army Ice Wizard
Mini P.E.K.K.A Skeleton Army
Firecracker Mini P.E.K.K.A Skeleton Army Baby Dragon
Skeleton Army
Mini P.E.K.K.A
Skeleton Army
Mini P.E.K.K.A Skeleton Army
Firecracker Skeleton Army Baby Dragon
Skeleton Army Firecracker Mini P.E.K.K.A Baby Dragon
Firecracker Mini P.E.K.K.A Baby Dragon Ice Wizard

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.)

Firecracker Baby Dragon
Firecracker Baby Dragon Ice Wizard
Baby Dragon
Firecracker
Firecracker Baby Dragon
Firecracker Baby Dragon Ice Wizard
Firecracker Baby Dragon
Firecracker Baby Dragon Ice Wizard
Firecracker
Mini P.E.K.K.A
Firecracker
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Baby Dragon
Firecracker Baby Dragon
Baby Dragon
Baby Dragon
Firecracker Baby Dragon Ice Wizard
Firecracker Baby Dragon Ice Wizard
Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon Ice Wizard
Firecracker
Mini P.E.K.K.A
Firecracker
Firecracker
Skeleton Army
Firecracker Baby Dragon Ice Wizard
Firecracker Mini P.E.K.K.A Baby Dragon
Firecracker Baby Dragon
Firecracker
Firecracker Baby Dragon
Firecracker
Firecracker Baby Dragon

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