My Best Clash Royale Deck

Deck Check Rating

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

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 Firecracker Wizard Baby Dragon

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.

Bats Firecracker Wizard Baby Dragon Electro Giant

Offensive cards

Win conditions

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

Electro 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

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.

Mini P.E.K.K.A Baby Dragon Electro 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Wizard Baby Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Wizard Baby Dragon Electro Giant

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 Arrows Mini P.E.K.K.A Guards Baby Dragon Electro Giant

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Firecracker Guards Mini P.E.K.K.A Baby Dragon Wizard Electro Giant

Shortest cycle

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

11 Bats Arrows Firecracker Guards

Attack Synergies 0 10

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.

Bats
Firecracker Mini P.E.K.K.A Baby Dragon
Arrows
Mini P.E.K.K.A
Firecracker
Bats Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A
Bats Arrows Firecracker Wizard Baby Dragon Electro Giant
Wizard
Mini P.E.K.K.A
Guards
Baby Dragon
Bats Firecracker Mini P.E.K.K.A Electro Giant
Electro Giant
Mini P.E.K.K.A Baby Dragon

Defense Synergies 0 13

Bats
Firecracker Mini P.E.K.K.A Baby Dragon
Arrows
Mini P.E.K.K.A
Firecracker
Bats Mini P.E.K.K.A Guards Baby Dragon
Mini P.E.K.K.A
Bats Arrows Firecracker Wizard Guards Baby Dragon Electro Giant
Wizard
Mini P.E.K.K.A Guards
Guards
Firecracker Mini P.E.K.K.A Wizard Baby Dragon
Baby Dragon
Bats Firecracker Mini P.E.K.K.A Guards
Electro Giant
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.

Firecracker Wizard Baby Dragon
Mini P.E.K.K.A Bats Firecracker
Mini P.E.K.K.A Bats
Mini P.E.K.K.A Bats Firecracker Guards
Arrows Firecracker Mini P.E.K.K.A
Arrows Bats Firecracker Guards Baby Dragon
Bats Arrows Firecracker Wizard Baby Dragon
Arrows Baby Dragon Electro Giant
Mini P.E.K.K.A
Guards Firecracker Mini P.E.K.K.A
Bats Guards Arrows Firecracker Wizard Baby Dragon Electro Giant
Arrows Bats Firecracker Wizard Baby Dragon
Mini P.E.K.K.A Bats Wizard Guards
Wizard Bats Arrows Firecracker Mini P.E.K.K.A Guards Baby Dragon
Mini P.E.K.K.A
Mini P.E.K.K.A Electro Giant
Wizard Bats Arrows Firecracker Mini P.E.K.K.A
Arrows Bats Firecracker Wizard Guards Baby Dragon
Arrows Wizard Baby Dragon Bats Firecracker Guards
Mini P.E.K.K.A
Wizard Bats Arrows Firecracker Mini P.E.K.K.A Guards Baby Dragon Electro Giant

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 Electro Giant
Arrows Firecracker Mini P.E.K.K.A Wizard Baby Dragon
Guards Bats Mini P.E.K.K.A
Mini P.E.K.K.A Guards Bats
Mini P.E.K.K.A Guards
Arrows Firecracker Wizard Electro Giant Bats Baby Dragon
Mini P.E.K.K.A Guards Bats
Mini P.E.K.K.A
Bats Firecracker Mini P.E.K.K.A Baby Dragon
Guards
Bats Mini P.E.K.K.A Guards
Arrows Guards Electro Giant
Mini P.E.K.K.A Wizard Guards
Wizard Firecracker Baby Dragon Electro Giant
Guards Electro Giant Bats Firecracker Mini P.E.K.K.A Baby Dragon
Bats Arrows Firecracker Mini P.E.K.K.A Wizard Baby Dragon Electro Giant

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 Firecracker Guards Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Baby Dragon
Arrows Firecracker Guards
Wizard Arrows Firecracker Baby Dragon
Arrows Firecracker Wizard Electro Giant Bats Baby Dragon
Arrows Firecracker Wizard Baby Dragon
Arrows Firecracker Wizard Baby Dragon
Arrows Firecracker Wizard
Bats Mini P.E.K.K.A Guards
Firecracker Arrows Wizard
Arrows Firecracker Wizard Baby Dragon
Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker Baby Dragon
Arrows Firecracker Wizard Baby Dragon
Arrows Firecracker Wizard Baby Dragon
Arrows
Bats Mini P.E.K.K.A
Arrows Firecracker Mini P.E.K.K.A Wizard Baby Dragon
Arrows Firecracker Wizard Baby Dragon Electro Giant
Baby Dragon
Arrows Wizard
Arrows Baby Dragon
Arrows Firecracker Electro Giant Wizard Baby Dragon
Arrows Firecracker Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows Firecracker Baby Dragon
Bats Arrows Firecracker Wizard Baby Dragon Electro Giant
Bats Firecracker Wizard Guards Electro Giant
Mini P.E.K.K.A
Arrows Wizard
Arrows Firecracker
Arrows Firecracker Wizard
Bats Guards
Arrows Firecracker Wizard Baby Dragon
Arrows
Firecracker Mini P.E.K.K.A Wizard Baby Dragon
Arrows Firecracker Wizard Baby Dragon
Arrows Electro Giant
Firecracker
Electro Giant Bats Firecracker Guards Baby Dragon
Firecracker Bats
Firecracker Baby Dragon Electro Giant

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