My Best Clash Royale Deck

Deck Check Rating

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

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Mega Minion Electro 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.

Mega Minion Battle Ram P.E.K.K.A Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Miner

Damage spells

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

Arrows Freeze

Punishments

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

Battle Ram Miner

Pump responses

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

Miner

Dropped at the bridge

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

Battle Ram 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.

Miner Electro Wizard

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
Battle Ram Guards Miner
Giant Snowball
Mega Minion Battle Ram Guards Miner
Zap
Battle Ram Guards
Barbarian Barrel
Battle Ram Guards Electro Wizard
The Log
Battle Ram Guards
Earthquake
Guards
Arrows
Guards
Royal Delivery
Mega Minion Battle Ram Guards P.E.K.K.A Miner Electro Wizard
Fireball
Mega Minion Battle Ram Electro Wizard
Poison
Mega Minion Guards Electro Wizard
Lightning
Mega Minion Battle Ram Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Mega Minion Battle Ram Guards Freeze P.E.K.K.A Miner

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.

Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Mega Minion Guards Miner Battle Ram Freeze Electro Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Mega Minion Guards Miner

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
P.E.K.K.A Mega Minion Battle Ram Freeze Miner
Mega Minion
Arrows Miner
Battle Ram
Arrows Freeze P.E.K.K.A Electro Wizard
Guards
Miner
Freeze
Arrows Battle Ram
P.E.K.K.A
Arrows Electro Wizard Battle Ram
Miner
Guards Arrows Mega Minion Electro Wizard
Electro Wizard
P.E.K.K.A Battle Ram Miner

Defense Synergies 0 9

Arrows
Mega Minion P.E.K.K.A
Mega Minion
Arrows Guards Freeze Miner Electro Wizard
Battle Ram
Guards
Mega Minion Electro Wizard
Freeze
Mega Minion Electro Wizard
P.E.K.K.A
Arrows Electro Wizard
Miner
Mega Minion
Electro Wizard
Mega Minion Guards Freeze 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.

Mega Minion Electro Wizard
P.E.K.K.A Mega Minion Electro Wizard
P.E.K.K.A Mega Minion Freeze Electro Wizard
P.E.K.K.A Mega Minion Guards Electro Wizard
Arrows P.E.K.K.A
Arrows Freeze Mega Minion Guards Electro Wizard
Mega Minion Electro Wizard Arrows Freeze
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Guards Miner Electro Wizard
Guards Electro Wizard Arrows Mega Minion Freeze
Arrows Mega Minion Electro Wizard
P.E.K.K.A Guards Freeze Electro Wizard
Arrows Mega Minion Guards Freeze P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Freeze P.E.K.K.A Electro Wizard
Arrows P.E.K.K.A Electro Wizard
Arrows Mega Minion Guards Electro Wizard
Arrows Freeze Mega Minion Guards Electro Wizard
P.E.K.K.A Electro Wizard
Arrows Guards P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Guards P.E.K.K.A Electro Wizard
Electro Wizard Arrows Mega Minion Miner
Guards P.E.K.K.A Electro Wizard
Guards P.E.K.K.A Electro Wizard
P.E.K.K.A Guards
Arrows Freeze Electro Wizard
Guards P.E.K.K.A Mega Minion Electro Wizard
P.E.K.K.A
Freeze P.E.K.K.A Electro Wizard Mega Minion
P.E.K.K.A Mega Minion Guards
P.E.K.K.A Mega Minion Guards
P.E.K.K.A Arrows Guards Electro Wizard
P.E.K.K.A Guards
Guards Electro Wizard Mega Minion Freeze P.E.K.K.A
Arrows Mega Minion Freeze P.E.K.K.A Electro 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 Guards Freeze
Arrows Miner Electro Wizard
Arrows Miner
Arrows Guards Freeze
Arrows
Arrows Mega Minion Freeze
Arrows
Arrows Freeze
Arrows Miner
Guards Electro Wizard
Miner Arrows Electro Wizard
Arrows
Miner
Arrows Freeze
Arrows
Arrows
Arrows
Arrows Freeze
Arrows Mega Minion Electro Wizard
Arrows Miner
Arrows
Arrows
Arrows Freeze
Mega Minion
Arrows Miner Electro Wizard
Arrows Miner
Miner Arrows
Arrows Electro Wizard
Electro Wizard Mega Minion Guards Freeze
Mega Minion
Arrows Miner
Arrows Freeze Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Guards Freeze
Arrows Mega Minion Electro Wizard
Freeze
Arrows
Miner Mega Minion Electro Wizard
Arrows
Arrows
Mega Minion P.E.K.K.A
Guards Freeze Electro Wizard
Electro Wizard
Freeze Miner Electro Wizard

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