My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Zappies 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.

Skeletons Bats Zappies Giant Wizard

Offensive cards

Win conditions

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

Giant

Damage spells

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

Giant Snowball

Punishments

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

Elite Barbarians Mini P.E.K.K.A 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.

Elite Barbarians Mini P.E.K.K.A 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.

Elite Barbarians 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
Skeletons Bats Elite Barbarians Giant
Giant Snowball
Skeletons Bats Zappies
Zap
Skeletons Bats Zappies
Barbarian Barrel
Skeletons Elite Barbarians Zappies Wizard
The Log
Skeletons Elite Barbarians Mini P.E.K.K.A Zappies
Earthquake
Skeletons Zappies
Arrows
Skeletons Bats Zappies
Royal Delivery
Skeletons Bats Elite Barbarians Mini P.E.K.K.A Zappies Wizard
Fireball
Elite Barbarians Zappies Wizard
Poison
Bats Zappies Wizard
Lightning
Elite Barbarians Mini P.E.K.K.A Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball 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.

Bats Mini 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.

Elite Barbarians

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Giant Snowball Mini P.E.K.K.A Zappies Giant Wizard Elite Barbarians

Shortest cycle

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

9 Skeletons Bats Giant Snowball Mini P.E.K.K.A

Attack Synergies 2 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.

Skeletons
Bats
Giant Elite Barbarians Mini P.E.K.K.A
Giant Snowball
Elite Barbarians Giant
Elite Barbarians
Bats Giant Snowball Zappies Wizard
Mini P.E.K.K.A
Giant Bats Wizard
Zappies
Elite Barbarians Giant
Giant
Bats Mini P.E.K.K.A Giant Snowball Zappies Wizard
Wizard
Elite Barbarians Mini P.E.K.K.A Giant

Defense Synergies 0 16

Skeletons
Bats Giant Snowball Elite Barbarians Mini P.E.K.K.A Zappies Wizard
Bats
Skeletons Giant Snowball Mini P.E.K.K.A Zappies
Giant Snowball
Skeletons Bats Elite Barbarians Mini P.E.K.K.A Zappies Wizard
Elite Barbarians
Skeletons Giant Snowball Mini P.E.K.K.A Wizard
Mini P.E.K.K.A
Skeletons Bats Giant Snowball Elite Barbarians Wizard
Zappies
Skeletons Bats Giant Snowball
Giant
Wizard
Skeletons Giant Snowball Elite Barbarians 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.

Zappies Wizard
Elite Barbarians Mini P.E.K.K.A Skeletons Bats Zappies
Mini P.E.K.K.A Skeletons Bats Giant Snowball Elite Barbarians Zappies
Elite Barbarians Mini P.E.K.K.A Skeletons Bats Zappies
Elite Barbarians Mini P.E.K.K.A
Skeletons Bats Giant Snowball Zappies
Bats Giant Snowball Zappies Wizard
Mini P.E.K.K.A Zappies Skeletons Elite Barbarians
Elite Barbarians Skeletons Giant Snowball Mini P.E.K.K.A Zappies
Bats Skeletons Giant Snowball Zappies Wizard
Bats Giant Snowball Zappies Wizard
Mini P.E.K.K.A Skeletons Bats Giant Snowball Elite Barbarians Zappies Wizard
Wizard Bats Giant Snowball Mini P.E.K.K.A Zappies
Elite Barbarians Mini P.E.K.K.A Zappies
Giant Snowball Elite Barbarians Mini P.E.K.K.A Zappies
Wizard Skeletons Bats Elite Barbarians Mini P.E.K.K.A Zappies
Bats Giant Snowball Elite Barbarians Zappies Wizard
Giant Snowball Wizard Bats Zappies
Mini P.E.K.K.A Elite Barbarians Zappies
Wizard Bats Giant Snowball Elite Barbarians Mini P.E.K.K.A Zappies

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeletons Giant Snowball Elite Barbarians Zappies
Giant Snowball Elite Barbarians Mini P.E.K.K.A Wizard
Zappies Skeletons Bats Elite Barbarians Mini P.E.K.K.A
Mini P.E.K.K.A Bats Elite Barbarians Zappies
Skeletons Elite Barbarians Mini P.E.K.K.A Zappies
Wizard Skeletons Bats Giant Snowball Zappies
Mini P.E.K.K.A Skeletons Bats Elite Barbarians Zappies
Mini P.E.K.K.A Elite Barbarians Zappies
Skeletons Bats Giant Snowball Elite Barbarians Mini P.E.K.K.A Zappies
Skeletons Zappies
Bats Elite Barbarians Mini P.E.K.K.A Zappies
Giant Snowball Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Skeletons Zappies Wizard
Wizard Zappies
Elite Barbarians Zappies Skeletons Bats Mini P.E.K.K.A
Bats Giant Snowball Elite Barbarians Mini P.E.K.K.A Zappies 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.)

Giant Snowball
Wizard Giant Snowball
Wizard Bats Giant Snowball
Wizard
Giant Snowball Wizard
Giant Snowball Wizard
Bats Giant Snowball Elite Barbarians Mini P.E.K.K.A
Wizard
Giant Snowball Wizard
Giant Snowball Elite Barbarians
Giant Snowball Elite Barbarians
Giant Snowball Wizard
Wizard
Giant Snowball
Bats Mini P.E.K.K.A
Giant Snowball Mini P.E.K.K.A Wizard
Giant Snowball Wizard
Giant Snowball Wizard
Giant Snowball
Giant Snowball Wizard
Giant Snowball Wizard
Giant Snowball Wizard
Elite Barbarians Bats Giant Snowball Wizard
Bats Giant Snowball Zappies Wizard
Giant Snowball Elite Barbarians Mini P.E.K.K.A
Giant Snowball Wizard
Giant Snowball Zappies
Giant Snowball Wizard
Bats Zappies
Giant Snowball Zappies Wizard
Mini P.E.K.K.A Wizard
Giant Snowball Wizard
Giant Snowball
Elite Barbarians
Bats Giant Snowball Elite Barbarians Zappies
Bats Giant Snowball Zappies
Giant Snowball

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