My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

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.

Wizard Balloon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Zap Rocket Freeze

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 Balloon

Pump responses

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

Rocket

Dropped at the bridge

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

Mini P.E.K.K.A 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.

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
Guards Balloon
Giant Snowball
Guards Balloon
Zap
Guards Balloon
Barbarian Barrel
Wizard Guards
The Log
Mini P.E.K.K.A Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Mini P.E.K.K.A Wizard Guards Balloon
Fireball
Wizard Balloon
Poison
Wizard Guards Balloon
Lightning
Mini P.E.K.K.A Wizard Balloon
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard Rocket Freeze

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.

Mini P.E.K.K.A Rocket Guards Freeze

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Guards Mini P.E.K.K.A Freeze Wizard Balloon Rocket

Shortest cycle

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

9 Mirror Zap Guards Mini P.E.K.K.A

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.

Zap
Mirror Balloon Mini P.E.K.K.A Guards Freeze
Mini P.E.K.K.A
Zap Wizard Mirror
Wizard
Mini P.E.K.K.A Balloon
Rocket
Mirror
Mirror
Zap Mini P.E.K.K.A Rocket Freeze Balloon
Guards
Zap
Freeze
Balloon Zap Mirror
Balloon
Zap Freeze Wizard Mirror

Defense Synergies 2 7

Zap
Mini P.E.K.K.A Mirror Guards
Mini P.E.K.K.A
Zap Wizard Mirror Guards Freeze
Wizard
Mini P.E.K.K.A Guards Freeze
Rocket
Mirror
Zap Mini P.E.K.K.A
Guards
Zap Mini P.E.K.K.A Wizard
Freeze
Mini P.E.K.K.A Wizard
Balloon

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.

Rocket Zap Wizard
Mini P.E.K.K.A Zap
Mini P.E.K.K.A Rocket Freeze
Mini P.E.K.K.A Guards
Mini P.E.K.K.A Rocket
Freeze Zap Guards
Rocket Zap Wizard Freeze
Rocket Zap
Mini P.E.K.K.A
Guards Mini P.E.K.K.A
Guards Zap Wizard Freeze
Zap Wizard
Mini P.E.K.K.A Zap Wizard Rocket Guards Freeze
Wizard Rocket Zap Mini P.E.K.K.A Guards Freeze
Mini P.E.K.K.A
Rocket Zap Mini P.E.K.K.A Freeze
Wizard Mini P.E.K.K.A
Zap Wizard Guards
Zap Wizard Freeze Guards
Mini P.E.K.K.A
Wizard Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Zap
Zap Mini P.E.K.K.A Wizard Rocket
Guards Zap Mini P.E.K.K.A Rocket
Mini P.E.K.K.A Rocket Guards Zap
Mini P.E.K.K.A Guards
Wizard Rocket Zap Freeze
Mini P.E.K.K.A Rocket Guards
Mini P.E.K.K.A
Zap Rocket Freeze Mini P.E.K.K.A
Guards
Mini P.E.K.K.A Guards
Rocket Zap Guards
Mini P.E.K.K.A Rocket Wizard Guards
Wizard
Guards Zap Mini P.E.K.K.A Rocket Freeze
Zap Mini P.E.K.K.A Wizard Freeze

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.)

Rocket Guards Freeze
Zap
Rocket
Rocket Guards Freeze
Wizard Rocket Zap
Wizard Zap Rocket Freeze
Wizard
Zap Wizard Freeze
Zap Wizard
Rocket Mini P.E.K.K.A Guards
Rocket Zap Wizard
Zap Wizard Rocket
Rocket
Rocket Freeze
Zap
Rocket Zap Wizard
Wizard Rocket
Rocket Freeze
Mini P.E.K.K.A Rocket
Rocket Zap Mini P.E.K.K.A Wizard
Rocket Zap Wizard
Rocket
Rocket Wizard
Rocket
Rocket Zap
Zap Freeze Wizard
Zap Wizard
Zap Wizard
Rocket Zap
Zap Wizard
Zap Rocket Wizard Guards Freeze
Mini P.E.K.K.A
Zap Wizard Rocket
Zap Rocket Freeze
Rocket Wizard
Zap Rocket Guards Freeze
Rocket Zap Wizard
Freeze
Mini P.E.K.K.A Wizard Rocket
Zap Wizard
Rocket Zap
Zap Rocket Guards Freeze
Zap Rocket
Zap Rocket Freeze

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: