My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Archers Minions 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.

Bomber Archers Giant Wizard Baby Dragon Balloon

Offensive cards

Win conditions

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

Giant Balloon

Damage spells

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

Missing

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 Giant Balloon

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 Giant Baby Dragon 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
Bomber Archers Minions Giant Balloon
Giant Snowball
Bomber Archers Minions Baby Dragon Balloon
Zap
Bomber Archers Minions Balloon
Barbarian Barrel
Bomber Archers Wizard
The Log
Bomber Archers Mini P.E.K.K.A
Earthquake
Bomber Archers
Arrows
Bomber Archers Minions
Royal Delivery
Bomber Archers Minions Mini P.E.K.K.A Wizard Baby Dragon Balloon
Fireball
Bomber Archers Minions Wizard Baby Dragon Balloon
Poison
Bomber Archers Minions Wizard Balloon
Lightning
Mini P.E.K.K.A Wizard Baby Dragon Balloon
Rocket
Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard Baby Dragon

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 Baby Dragon

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.

Minions 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.

Bomber Archers Minions Mini P.E.K.K.A Baby Dragon Giant Wizard Balloon

Shortest cycle

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

12 Bomber Archers Minions Mini P.E.K.K.A

Attack Synergies 3 17

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
Giant Minions Mini P.E.K.K.A Baby Dragon
Archers
Mini P.E.K.K.A Giant Baby Dragon Balloon
Minions
Giant Bomber Mini P.E.K.K.A Baby Dragon Balloon
Mini P.E.K.K.A
Giant Bomber Archers Minions Wizard Baby Dragon
Giant
Bomber Minions Mini P.E.K.K.A Archers Wizard Baby Dragon Balloon
Wizard
Mini P.E.K.K.A Giant Balloon
Baby Dragon
Bomber Archers Minions Mini P.E.K.K.A Giant Balloon
Balloon
Archers Minions Giant Wizard Baby Dragon

Defense Synergies 0 7

Bomber
Mini P.E.K.K.A
Archers
Minions Mini P.E.K.K.A Baby Dragon
Minions
Archers Baby Dragon
Mini P.E.K.K.A
Bomber Archers Wizard Baby Dragon
Giant
Wizard
Mini P.E.K.K.A
Baby Dragon
Archers Minions Mini P.E.K.K.A
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.

Bomber Minions Wizard Baby Dragon
Mini P.E.K.K.A Bomber Minions
Mini P.E.K.K.A Bomber Archers Minions
Mini P.E.K.K.A Bomber Minions
Bomber Mini P.E.K.K.A
Bomber Archers Minions Baby Dragon
Minions Archers Wizard Baby Dragon
Baby Dragon
Mini P.E.K.K.A Minions
Bomber Archers Mini P.E.K.K.A
Archers Minions Bomber Wizard Baby Dragon
Minions Archers Wizard Baby Dragon
Mini P.E.K.K.A Bomber Minions Wizard
Bomber Wizard Minions Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A
Mini P.E.K.K.A
Wizard Bomber Minions Mini P.E.K.K.A
Bomber Archers Minions Wizard Baby Dragon
Wizard Baby Dragon Bomber Archers Minions
Mini P.E.K.K.A
Bomber Wizard Archers Minions Mini P.E.K.K.A Baby Dragon

Counters to secondary win conditions

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

Mini P.E.K.K.A Archers
Bomber Archers Mini P.E.K.K.A Wizard Baby Dragon
Minions Mini P.E.K.K.A
Mini P.E.K.K.A
Mini P.E.K.K.A
Wizard Archers Minions Baby Dragon
Mini P.E.K.K.A Archers Minions
Mini P.E.K.K.A
Minions Mini P.E.K.K.A Baby Dragon
Minions Mini P.E.K.K.A
Mini P.E.K.K.A Wizard
Wizard Bomber Archers Baby Dragon
Bomber Archers Minions Mini P.E.K.K.A Baby Dragon
Minions Bomber Archers Mini P.E.K.K.A Wizard Baby Dragon

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.)

Baby Dragon
Baby Dragon
Baby Dragon
Bomber Wizard Baby Dragon
Wizard Minions Baby Dragon
Bomber Archers Wizard Baby Dragon
Wizard Baby Dragon
Wizard
Minions Mini P.E.K.K.A
Wizard
Archers Wizard Baby Dragon
Baby Dragon
Minions Baby Dragon
Baby Dragon
Bomber Wizard Baby Dragon
Wizard Baby Dragon
Bomber Minions Mini P.E.K.K.A
Bomber Archers Mini P.E.K.K.A Wizard Baby Dragon
Bomber Wizard Baby Dragon
Minions Baby Dragon
Wizard
Baby Dragon
Bomber Wizard Baby Dragon
Wizard Baby Dragon
Wizard Baby Dragon
Baby Dragon
Archers Wizard Baby Dragon
Minions Wizard
Mini P.E.K.K.A
Bomber Wizard
Wizard
Archers Minions
Archers Wizard Baby Dragon
Mini P.E.K.K.A Wizard Baby Dragon
Bomber Wizard Baby Dragon
Minions Baby Dragon
Baby Dragon

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