My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Minions Wizard

Defensive buildings

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

Cannon

Investments

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

Knight Battle Ram Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball

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 Battle Ram

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.

Knight Barbarians Mini P.E.K.K.A Battle Ram

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

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
Minions Battle Ram
Giant Snowball
Minions Cannon Barbarians Battle Ram
Zap
Minions Cannon Battle Ram
Barbarian Barrel
Knight Cannon Barbarians Battle Ram Wizard
The Log
Cannon Barbarians Mini P.E.K.K.A Battle Ram
Earthquake
Cannon Barbarians
Arrows
Minions
Royal Delivery
Knight Minions Barbarians Mini P.E.K.K.A Battle Ram Wizard
Fireball
Minions Cannon Barbarians Battle Ram Wizard
Poison
Minions Cannon Barbarians Wizard
Lightning
Knight Cannon Mini P.E.K.K.A Battle Ram Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Wizard

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.

Knight Mini P.E.K.K.A Battle Ram

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.

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.

Minions Barbarians 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Minions Cannon Fireball Mini P.E.K.K.A Battle Ram Barbarians Wizard

Shortest cycle

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

13 Knight Minions Cannon Fireball

Attack Synergies 2 6

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.

Knight
Minions Battle Ram Fireball Wizard
Minions
Knight Mini P.E.K.K.A Battle Ram
Cannon
Barbarians
Fireball
Knight Battle Ram
Mini P.E.K.K.A
Minions Wizard
Battle Ram
Knight Minions Fireball
Wizard
Knight Mini P.E.K.K.A

Defense Synergies 2 9

Knight
Minions Cannon Fireball Mini P.E.K.K.A Wizard
Minions
Knight Cannon
Cannon
Knight Minions Fireball Mini P.E.K.K.A Wizard
Barbarians
Fireball
Knight Cannon Mini P.E.K.K.A
Mini P.E.K.K.A
Knight Cannon Fireball Wizard
Battle Ram
Wizard
Knight Cannon Mini P.E.K.K.A

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 Minions Cannon Fireball Wizard
Barbarians Mini P.E.K.K.A Knight Minions Cannon
Cannon Barbarians Mini P.E.K.K.A Knight Minions
Cannon Barbarians Mini P.E.K.K.A Knight Minions
Barbarians Fireball Mini P.E.K.K.A
Fireball Minions Cannon
Minions Cannon Fireball Wizard
Cannon Barbarians Fireball
Cannon Barbarians Mini P.E.K.K.A Minions
Knight Cannon Barbarians Mini P.E.K.K.A
Minions Barbarians Knight Cannon Fireball Wizard
Minions Fireball Wizard
Cannon Barbarians Mini P.E.K.K.A Knight Minions Fireball Wizard
Fireball Wizard Minions Cannon Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Knight Cannon
Barbarians Cannon Fireball Mini P.E.K.K.A
Barbarians Wizard Knight Minions Cannon Fireball Mini P.E.K.K.A
Cannon Fireball Knight Minions Barbarians Wizard
Wizard Knight Minions Cannon Barbarians Fireball
Barbarians Mini P.E.K.K.A Cannon
Wizard Knight Minions Cannon Barbarians Fireball Mini P.E.K.K.A

Counters to secondary win conditions

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

Knight Barbarians Mini P.E.K.K.A Fireball
Fireball Knight Mini P.E.K.K.A Wizard
Barbarians Knight Minions Mini P.E.K.K.A
Mini P.E.K.K.A Knight Barbarians Fireball
Barbarians Knight Cannon Mini P.E.K.K.A
Fireball Wizard Minions
Mini P.E.K.K.A Knight Minions Barbarians Fireball
Mini P.E.K.K.A Knight Barbarians
Knight Minions Barbarians Fireball Mini P.E.K.K.A
Cannon Barbarians
Knight Minions Barbarians Mini P.E.K.K.A
Barbarians Fireball
Barbarians Mini P.E.K.K.A Knight Cannon Fireball Wizard
Wizard Cannon Barbarians Fireball
Barbarians Knight Minions Fireball Mini P.E.K.K.A
Minions Cannon Barbarians Fireball Mini P.E.K.K.A Wizard
Cannon 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 Knight
Fireball
Fireball
Knight Barbarians Fireball
Fireball Wizard
Fireball Wizard Minions
Wizard
Fireball Wizard
Fireball Wizard
Minions Fireball Mini P.E.K.K.A
Knight Fireball Wizard
Fireball Wizard
Knight Fireball
Minions Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Minions Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Wizard
Fireball Wizard
Minions Fireball
Fireball Wizard
Barbarians Fireball
Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Fireball Wizard
Minions Fireball Wizard
Fireball Mini P.E.K.K.A
Fireball Wizard
Fireball
Fireball Wizard
Minions Barbarians Fireball
Fireball Wizard
Fireball
Fireball Knight Mini P.E.K.K.A Wizard
Fireball Wizard
Fireball
Minions Fireball
Fireball
Fireball
Fireball Wizard

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