My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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!
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.

Wizard Baby Dragon Electro Wizard Inferno Dragon Ram Rider

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 Baby Dragon Electro Wizard Inferno Dragon Ram Rider

Offensive cards

Win conditions

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

Ram Rider

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 Ram Rider

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 Ram Rider

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 Electro Wizard Ram Rider

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
Skeleton Army Inferno Dragon Ram Rider
Giant Snowball
Skeleton Army Baby Dragon Inferno Dragon Ram Rider
Zap
Skeleton Army Inferno Dragon Ram Rider
Barbarian Barrel
Wizard Skeleton Army Electro Wizard
The Log
Mini P.E.K.K.A Skeleton Army Ram Rider
Earthquake
Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Mini P.E.K.K.A Wizard Skeleton Army Baby Dragon Electro Wizard Inferno Dragon Ram Rider
Fireball
Wizard Skeleton Army Baby Dragon Electro Wizard Inferno Dragon Ram Rider
Poison
Wizard Skeleton Army Electro Wizard
Lightning
Mini P.E.K.K.A Wizard Baby Dragon Electro Wizard Inferno Dragon Ram Rider
Rocket
Wizard Inferno Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Baby Dragon

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 Mini P.E.K.K.A Skeleton Army Baby Dragon Inferno Dragon

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.

Skeleton Army

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 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 Skeleton Army Mini P.E.K.K.A Baby Dragon Electro Wizard Inferno Dragon Wizard Ram Rider

Shortest cycle

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

14 Arrows Skeleton Army Mini P.E.K.K.A Baby Dragon

Attack Synergies 0 11

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
Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A
Arrows Wizard Baby Dragon Electro Wizard Ram Rider
Wizard
Mini P.E.K.K.A Ram Rider
Skeleton Army
Baby Dragon
Mini P.E.K.K.A Electro Wizard Inferno Dragon Ram Rider
Electro Wizard
Mini P.E.K.K.A Baby Dragon Ram Rider
Inferno Dragon
Baby Dragon
Ram Rider
Arrows Mini P.E.K.K.A Wizard Baby Dragon Electro Wizard

Defense Synergies 1 12

Arrows
Mini P.E.K.K.A
Mini P.E.K.K.A
Electro Wizard Arrows Wizard Skeleton Army Baby Dragon Ram Rider
Wizard
Mini P.E.K.K.A Skeleton Army Electro Wizard
Skeleton Army
Mini P.E.K.K.A Wizard Electro Wizard Inferno Dragon
Baby Dragon
Mini P.E.K.K.A Inferno Dragon
Electro Wizard
Mini P.E.K.K.A Wizard Skeleton Army Inferno Dragon Ram Rider
Inferno Dragon
Skeleton Army Baby Dragon Electro Wizard
Ram Rider
Mini P.E.K.K.A Electro 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 Baby Dragon Electro Wizard Ram Rider
Mini P.E.K.K.A Skeleton Army Inferno Dragon Electro Wizard Ram Rider
Mini P.E.K.K.A Skeleton Army Ram Rider Electro Wizard Inferno Dragon
Mini P.E.K.K.A Skeleton Army Inferno Dragon Electro Wizard Ram Rider
Arrows Mini P.E.K.K.A Skeleton Army
Arrows Skeleton Army Baby Dragon Electro Wizard
Electro Wizard Inferno Dragon Ram Rider Arrows Wizard Baby Dragon
Arrows Baby Dragon Electro Wizard Ram Rider
Mini P.E.K.K.A Inferno Dragon Skeleton Army
Skeleton Army Mini P.E.K.K.A Electro Wizard
Skeleton Army Electro Wizard Arrows Wizard Baby Dragon Ram Rider
Arrows Inferno Dragon Wizard Baby Dragon Electro Wizard Ram Rider
Mini P.E.K.K.A Skeleton Army Wizard Electro Wizard Ram Rider
Wizard Skeleton Army Arrows Mini P.E.K.K.A Baby Dragon Electro Wizard
Mini P.E.K.K.A Skeleton Army Inferno Dragon Electro Wizard Ram Rider
Skeleton Army Mini P.E.K.K.A Electro Wizard Inferno Dragon Ram Rider
Wizard Arrows Mini P.E.K.K.A Skeleton Army Electro Wizard
Arrows Wizard Skeleton Army Baby Dragon Electro Wizard Ram Rider
Arrows Wizard Baby Dragon Electro Wizard Inferno Dragon Ram Rider
Mini P.E.K.K.A Electro Wizard Inferno Dragon Ram Rider
Wizard Skeleton Army Arrows Mini P.E.K.K.A Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Electro Wizard
Electro Wizard Arrows Mini P.E.K.K.A Wizard Baby Dragon Inferno Dragon
Skeleton Army Mini P.E.K.K.A Electro Wizard Ram Rider
Mini P.E.K.K.A Skeleton Army Electro Wizard Ram Rider
Mini P.E.K.K.A Skeleton Army Inferno Dragon Ram Rider
Arrows Wizard Baby Dragon Electro Wizard Ram Rider
Mini P.E.K.K.A Skeleton Army Electro Wizard Ram Rider
Mini P.E.K.K.A Skeleton Army Inferno Dragon
Electro Wizard Mini P.E.K.K.A Skeleton Army Baby Dragon Inferno Dragon
Skeleton Army Inferno Dragon
Inferno Dragon Mini P.E.K.K.A
Skeleton Army Arrows Electro Wizard
Mini P.E.K.K.A Skeleton Army Wizard Ram Rider
Wizard Skeleton Army Baby Dragon
Skeleton Army Electro Wizard Mini P.E.K.K.A Baby Dragon Inferno Dragon
Arrows Mini P.E.K.K.A Wizard Baby Dragon Electro Wizard Inferno 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.)

Arrows Baby Dragon
Arrows Baby Dragon Electro Wizard Ram Rider
Arrows Baby Dragon
Arrows
Wizard Arrows Baby Dragon
Arrows Wizard Baby Dragon Ram Rider
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon Ram Rider
Arrows Wizard Ram Rider
Mini P.E.K.K.A Electro Wizard
Arrows Wizard Electro Wizard Ram Rider
Arrows Wizard Baby Dragon
Baby Dragon
Arrows Baby Dragon
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Arrows Wizard Baby Dragon
Arrows
Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Wizard Baby Dragon Electro Wizard
Arrows Wizard Baby Dragon
Baby Dragon
Arrows Wizard
Arrows Baby Dragon
Arrows Wizard Baby Dragon
Inferno Dragon
Arrows Wizard Baby Dragon Electro Wizard Ram Rider
Arrows Wizard Baby Dragon Ram Rider
Arrows Baby Dragon
Arrows Wizard Baby Dragon Electro Wizard
Electro Wizard Wizard
Mini P.E.K.K.A
Arrows Wizard
Arrows Electro Wizard
Arrows Wizard
Electro Wizard Skeleton Army
Arrows Wizard Baby Dragon Electro Wizard Ram Rider
Arrows
Mini P.E.K.K.A Wizard Baby Dragon Electro Wizard
Arrows Wizard Baby Dragon
Arrows
Baby Dragon Electro Wizard
Electro Wizard
Baby Dragon Electro Wizard

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