My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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.

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.

Wizard Balloon Giant Skeleton

Offensive cards

Win conditions

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

Balloon

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.

Mini P.E.K.K.A 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.

Barbarians Heal Spirit Mini P.E.K.K.A Balloon Giant Skeleton

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 Giant Skeleton

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
Balloon Giant Skeleton
Giant Snowball
Barbarians Balloon
Zap
Balloon
Barbarian Barrel
Barbarians Heal Spirit Wizard Giant Skeleton
The Log
Barbarians Heal Spirit Mini P.E.K.K.A Giant Skeleton
Earthquake
Barbarians
Arrows
Heal Spirit
Royal Delivery
Barbarians Heal Spirit Mini P.E.K.K.A Wizard Balloon Giant Skeleton
Fireball
Barbarians Wizard Balloon
Poison
Barbarians Wizard Balloon
Lightning
Mini P.E.K.K.A Wizard Balloon
Rocket
Barbarians Wizard Balloon

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Freeze

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.

Arrows Heal Spirit Mini P.E.K.K.A Freeze Giant Skeleton

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.

Barbarians Heal Spirit 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Arrows Mini P.E.K.K.A Freeze Barbarians Wizard Balloon Giant Skeleton

Shortest cycle

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

12 Heal Spirit Arrows Mini P.E.K.K.A Freeze

Attack Synergies 3 13

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
Balloon Mini P.E.K.K.A Freeze Giant Skeleton
Barbarians
Heal Spirit Balloon
Heal Spirit
Balloon Barbarians Mini P.E.K.K.A Wizard Giant Skeleton
Mini P.E.K.K.A
Arrows Heal Spirit Wizard Giant Skeleton
Wizard
Heal Spirit Mini P.E.K.K.A Balloon Giant Skeleton
Freeze
Balloon Arrows
Balloon
Arrows Heal Spirit Freeze Barbarians Wizard Giant Skeleton
Giant Skeleton
Arrows Heal Spirit Mini P.E.K.K.A Wizard Balloon

Defense Synergies 0 7

Arrows
Barbarians Mini P.E.K.K.A Giant Skeleton
Barbarians
Arrows
Heal Spirit
Mini P.E.K.K.A
Arrows Wizard Freeze
Wizard
Mini P.E.K.K.A Freeze Giant Skeleton
Freeze
Mini P.E.K.K.A Wizard
Balloon
Giant Skeleton
Arrows Wizard

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.

Wizard
Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Freeze Giant Skeleton
Barbarians Mini P.E.K.K.A
Arrows Barbarians Mini P.E.K.K.A Giant Skeleton
Arrows Freeze
Arrows Wizard Freeze
Arrows Barbarians Giant Skeleton
Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Giant Skeleton
Barbarians Arrows Wizard Freeze Giant Skeleton
Arrows Wizard
Barbarians Mini P.E.K.K.A Wizard Freeze Giant Skeleton
Wizard Arrows Barbarians Mini P.E.K.K.A Freeze
Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Freeze
Barbarians Wizard Arrows Mini P.E.K.K.A
Arrows Barbarians Wizard
Arrows Wizard Freeze Barbarians Giant Skeleton
Barbarians Mini P.E.K.K.A
Wizard Arrows Barbarians Mini P.E.K.K.A Giant Skeleton

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Giant Skeleton
Arrows Mini P.E.K.K.A Wizard
Barbarians Giant Skeleton Mini P.E.K.K.A
Mini P.E.K.K.A Giant Skeleton Barbarians
Barbarians Giant Skeleton Mini P.E.K.K.A
Arrows Wizard Freeze
Mini P.E.K.K.A Barbarians Giant Skeleton
Mini P.E.K.K.A Giant Skeleton Barbarians
Freeze Giant Skeleton Barbarians Mini P.E.K.K.A
Barbarians
Barbarians Mini P.E.K.K.A Giant Skeleton
Arrows Barbarians Giant Skeleton
Barbarians Mini P.E.K.K.A Giant Skeleton Wizard
Wizard Barbarians
Barbarians Mini P.E.K.K.A Freeze Giant Skeleton
Arrows Barbarians Mini P.E.K.K.A Wizard Freeze Giant Skeleton

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 Freeze Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Barbarians Freeze Giant Skeleton
Wizard Arrows
Arrows Wizard Freeze
Arrows Wizard
Arrows Wizard Freeze
Arrows Wizard
Mini P.E.K.K.A
Arrows Wizard
Arrows Wizard
Arrows Freeze
Arrows
Arrows Wizard
Arrows Wizard
Arrows Freeze
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard
Arrows Wizard
Giant Skeleton
Arrows Wizard
Arrows Barbarians
Arrows Freeze Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Wizard Freeze
Mini P.E.K.K.A
Arrows Wizard
Arrows Freeze
Giant Skeleton
Arrows Wizard
Barbarians Freeze
Arrows Wizard
Freeze
Arrows
Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows Giant Skeleton
Freeze Giant Skeleton
Freeze Giant Skeleton

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