My Best Clash Royale Deck

Deck Check Rating

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

5 warnings Why?

Deck tips

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

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!
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!

Similar decks

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.

Goblin Cage

Investments

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

Goblin Cage Battle Ram Giant Wizard

Offensive cards

Win conditions

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

Battle Ram Giant

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 Battle Ram Giant

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.

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

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

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 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.

Arrows Minions Mini P.E.K.K.A Goblin Cage Battle Ram Barbarians Giant Wizard

Shortest cycle

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

14 Arrows Minions Mini P.E.K.K.A Goblin Cage

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.

Arrows
Giant Mini P.E.K.K.A Battle Ram
Minions
Giant Mini P.E.K.K.A Goblin Cage Battle Ram
Barbarians
Mini P.E.K.K.A
Giant Arrows Minions Wizard
Goblin Cage
Minions Battle Ram Giant
Battle Ram
Arrows Minions Goblin Cage
Giant
Arrows Minions Mini P.E.K.K.A Goblin Cage Wizard
Wizard
Mini P.E.K.K.A Giant

Defense Synergies 0 5

Arrows
Barbarians Mini P.E.K.K.A
Minions
Goblin Cage
Barbarians
Arrows
Mini P.E.K.K.A
Arrows Wizard
Goblin Cage
Minions Wizard
Battle Ram
Giant
Wizard
Mini P.E.K.K.A Goblin Cage

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.

Minions Goblin Cage Wizard
Barbarians Mini P.E.K.K.A Minions Goblin Cage
Barbarians Mini P.E.K.K.A Goblin Cage Minions
Barbarians Mini P.E.K.K.A Goblin Cage Minions
Arrows Barbarians Mini P.E.K.K.A Goblin Cage
Arrows Minions
Minions Arrows Goblin Cage Wizard
Arrows Barbarians Goblin Cage
Barbarians Mini P.E.K.K.A Minions Goblin Cage
Barbarians Mini P.E.K.K.A
Minions Barbarians Arrows Wizard
Arrows Minions Wizard
Barbarians Mini P.E.K.K.A Goblin Cage Minions Wizard
Wizard Arrows Minions Barbarians Mini P.E.K.K.A Goblin Cage
Barbarians Mini P.E.K.K.A Goblin Cage
Barbarians Mini P.E.K.K.A Goblin Cage
Barbarians Wizard Arrows Minions Mini P.E.K.K.A Goblin Cage
Arrows Goblin Cage Minions Barbarians Wizard
Arrows Goblin Cage Wizard Minions Barbarians
Barbarians Mini P.E.K.K.A Goblin Cage
Wizard Arrows Minions Barbarians Mini 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.

Barbarians Mini P.E.K.K.A Goblin Cage
Arrows Mini P.E.K.K.A Wizard
Barbarians Minions Mini P.E.K.K.A Goblin Cage
Mini P.E.K.K.A Barbarians Goblin Cage
Barbarians Mini P.E.K.K.A Goblin Cage
Arrows Wizard Minions
Mini P.E.K.K.A Minions Barbarians Goblin Cage
Mini P.E.K.K.A Barbarians Goblin Cage
Goblin Cage Minions Barbarians Mini P.E.K.K.A
Barbarians Goblin Cage
Minions Barbarians Mini P.E.K.K.A Goblin Cage
Arrows Barbarians Goblin Cage
Barbarians Mini P.E.K.K.A Goblin Cage Wizard
Wizard Barbarians Goblin Cage
Barbarians Minions Mini P.E.K.K.A Goblin Cage
Arrows Minions Barbarians Mini P.E.K.K.A Goblin Cage Wizard
Arrows Goblin Cage

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
Arrows
Arrows
Arrows Barbarians
Wizard Arrows
Arrows Wizard Minions
Arrows Wizard
Arrows Wizard
Arrows Wizard
Minions Mini P.E.K.K.A
Arrows Wizard
Arrows Wizard
Arrows Minions
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Minions Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard
Arrows Wizard
Minions
Arrows Wizard
Arrows Barbarians
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Minions Wizard
Mini P.E.K.K.A
Arrows Wizard
Arrows
Arrows Wizard
Minions Barbarians
Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows
Minions
Wizard

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