My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Bats 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.

Bomber Bats Baby Dragon P.E.K.K.A Ice Wizard

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Arrows Tornado

Punishments

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

Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

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

Baby Dragon P.E.K.K.A

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.

Graveyard

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
Bomber Bats Graveyard
Giant Snowball
Bomber Bats Baby Dragon Graveyard
Zap
Bomber Bats Graveyard
Barbarian Barrel
Bomber Ice Wizard Graveyard
The Log
Bomber Graveyard
Earthquake
Bomber Graveyard
Arrows
Bomber Bats Graveyard
Royal Delivery
Bomber Bats Baby Dragon P.E.K.K.A Ice Wizard Graveyard
Fireball
Bomber Baby Dragon Ice Wizard
Poison
Bomber Bats Ice Wizard Graveyard
Lightning
Baby Dragon Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Tornado 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.

Bats Arrows Tornado Baby Dragon P.E.K.K.A 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.

Graveyard

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.

Bomber Bats Arrows Tornado Ice Wizard Baby Dragon Graveyard P.E.K.K.A

Shortest cycle

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

10 Bomber Bats Arrows Tornado

Attack Synergies 5 14

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.

Bomber
Bats Baby Dragon P.E.K.K.A Graveyard
Bats
Bomber Baby Dragon P.E.K.K.A Graveyard
Arrows
P.E.K.K.A Graveyard
Tornado
Baby Dragon P.E.K.K.A Ice Wizard Graveyard
Baby Dragon
Tornado Graveyard Bomber Bats P.E.K.K.A Ice Wizard
P.E.K.K.A
Arrows Tornado Bomber Bats Baby Dragon Ice Wizard Graveyard
Ice Wizard
Tornado Baby Dragon P.E.K.K.A Graveyard
Graveyard
Arrows Baby Dragon Bomber Bats Tornado P.E.K.K.A Ice Wizard

Defense Synergies 3 12

Bomber
Bats Tornado P.E.K.K.A
Bats
Bomber Baby Dragon P.E.K.K.A Ice Wizard
Arrows
Tornado P.E.K.K.A Ice Wizard
Tornado
P.E.K.K.A Ice Wizard Bomber Arrows Baby Dragon
Baby Dragon
Ice Wizard Bats Tornado P.E.K.K.A
P.E.K.K.A
Tornado Bomber Bats Arrows Baby Dragon Ice Wizard
Ice Wizard
Tornado Baby Dragon Bats Arrows P.E.K.K.A
Graveyard

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.

Bomber Baby Dragon
P.E.K.K.A Bomber Bats Ice Wizard
Tornado P.E.K.K.A Bomber Bats Ice Wizard
P.E.K.K.A Bomber Bats Ice Wizard
Bomber Arrows Tornado P.E.K.K.A
Arrows Tornado Bomber Bats Baby Dragon Ice Wizard
Bats Tornado Arrows Baby Dragon Ice Wizard
Arrows Baby Dragon P.E.K.K.A
P.E.K.K.A Tornado Ice Wizard
Tornado Bomber Ice Wizard
Bats Ice Wizard Bomber Arrows Tornado Baby Dragon
Arrows Bats Tornado Baby Dragon Ice Wizard
P.E.K.K.A Bomber Bats Ice Wizard
Bomber Bats Arrows Tornado Baby Dragon P.E.K.K.A
P.E.K.K.A
Tornado P.E.K.K.A
Bomber Bats Arrows Tornado P.E.K.K.A
Arrows Bomber Bats Tornado Baby Dragon Ice Wizard
Arrows Tornado Baby Dragon Bomber Bats Ice Wizard
P.E.K.K.A Tornado
Bomber Bats Arrows Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A
Bomber Arrows Baby Dragon
P.E.K.K.A Bats
P.E.K.K.A Bats Tornado
P.E.K.K.A
Arrows Bats Tornado Baby Dragon Ice Wizard
P.E.K.K.A Bats Ice Wizard
P.E.K.K.A
P.E.K.K.A Bats Tornado Baby Dragon
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Arrows Tornado
P.E.K.K.A
Bomber Baby Dragon
Bomber Bats Tornado Baby Dragon P.E.K.K.A
Bats Arrows Bomber Baby Dragon P.E.K.K.A 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.)

Arrows Baby Dragon
Arrows Tornado Baby Dragon Ice Wizard
Arrows Baby Dragon
Arrows
Bomber Arrows Baby Dragon
Arrows Bats Tornado Baby Dragon Ice Wizard
Bomber Arrows Tornado Baby Dragon
Arrows Tornado Baby Dragon Ice Wizard
Arrows Tornado
Bats Tornado
Arrows Tornado
Arrows Tornado Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Bomber Arrows Baby Dragon
Arrows Baby Dragon
Arrows Tornado
Bomber Bats
Bomber Arrows Baby Dragon
Bomber Arrows Tornado Baby Dragon
Baby Dragon
Arrows Tornado
Tornado
Arrows Baby Dragon
Arrows Tornado Bomber Baby Dragon Ice Wizard
Arrows Tornado Baby Dragon Ice Wizard
Arrows Tornado Baby Dragon
Arrows Tornado Baby Dragon
Bats Arrows Tornado Baby Dragon Ice Wizard
Bats
Bomber Arrows
Arrows
P.E.K.K.A
Arrows
Bats
Arrows Tornado Baby Dragon Ice Wizard
Arrows
Baby Dragon
Arrows Bomber Baby Dragon
Arrows Tornado
P.E.K.K.A
Bats Tornado Baby Dragon
Bats Tornado
Tornado Baby Dragon

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