My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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.

Archers Minions Goblin Gang Ice 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.

Archers Royal Giant Ice Wizard Bandit

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

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

Goblin Gang Royal Giant Mini P.E.K.K.A Bandit

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.

Goblin Gang Royal Giant Mini P.E.K.K.A Bandit

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 Bandit

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
Archers Minions Goblin Gang Royal Giant Bandit
Giant Snowball
Archers Minions Goblin Gang
Zap
Archers Minions Goblin Gang Royal Giant Bandit
Barbarian Barrel
Archers Goblin Gang Ice Wizard Bandit
The Log
Archers Goblin Gang Royal Giant Mini P.E.K.K.A Bandit
Earthquake
Archers Goblin Gang
Arrows
Archers Minions Goblin Gang
Royal Delivery
Archers Minions Goblin Gang Mini P.E.K.K.A Ice Wizard Bandit
Fireball
Archers Minions Goblin Gang Ice Wizard Bandit
Poison
Archers Minions Goblin Gang Ice Wizard
Lightning
Mini P.E.K.K.A Ice Wizard Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Ice Wizard

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.

Mini P.E.K.K.A Ice Wizard

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.

Royal 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.

Minions Goblin Gang Ice 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.

Zap Archers Minions Goblin Gang Ice Wizard Bandit Mini P.E.K.K.A Royal Giant

Shortest cycle

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

11 Zap Archers Minions Goblin Gang

Attack Synergies 2 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.

Zap
Archers Minions Royal Giant Mini P.E.K.K.A Ice Wizard Bandit
Archers
Zap Royal Giant Mini P.E.K.K.A Bandit
Minions
Royal Giant Zap Mini P.E.K.K.A Bandit
Goblin Gang
Royal Giant Mini P.E.K.K.A Bandit
Royal Giant
Minions Ice Wizard Zap Archers Goblin Gang Bandit
Mini P.E.K.K.A
Zap Archers Minions Goblin Gang Ice Wizard
Ice Wizard
Royal Giant Zap Mini P.E.K.K.A Bandit
Bandit
Zap Archers Minions Goblin Gang Royal Giant Ice Wizard

Defense Synergies 1 17

Zap
Mini P.E.K.K.A Archers Minions Goblin Gang Ice Wizard Bandit
Archers
Zap Minions Goblin Gang Mini P.E.K.K.A Ice Wizard Bandit
Minions
Zap Archers Ice Wizard Bandit
Goblin Gang
Zap Archers Mini P.E.K.K.A Ice Wizard Bandit
Royal Giant
Mini P.E.K.K.A
Zap Archers Goblin Gang Ice Wizard
Ice Wizard
Zap Archers Minions Goblin Gang Mini P.E.K.K.A Bandit
Bandit
Zap Archers Minions Goblin Gang Ice 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.

Zap Minions
Mini P.E.K.K.A Zap Minions Goblin Gang Ice Wizard Bandit
Goblin Gang Mini P.E.K.K.A Archers Minions Ice Wizard Bandit
Mini P.E.K.K.A Minions Goblin Gang Ice Wizard Bandit
Mini P.E.K.K.A
Goblin Gang Zap Archers Minions Ice Wizard Bandit
Minions Zap Archers Goblin Gang Ice Wizard
Zap Bandit
Mini P.E.K.K.A Minions Goblin Gang Ice Wizard
Goblin Gang Archers Mini P.E.K.K.A Ice Wizard Bandit
Archers Minions Goblin Gang Ice Wizard Zap Bandit
Minions Zap Archers Goblin Gang Ice Wizard
Mini P.E.K.K.A Zap Minions Goblin Gang Ice Wizard Bandit
Zap Minions Goblin Gang Mini P.E.K.K.A
Mini P.E.K.K.A Goblin Gang Bandit
Zap Goblin Gang Mini P.E.K.K.A Bandit
Minions Goblin Gang Mini P.E.K.K.A
Zap Archers Minions Goblin Gang Ice Wizard Bandit
Zap Archers Minions Ice Wizard Bandit
Mini P.E.K.K.A
Goblin Gang Archers Minions Mini P.E.K.K.A Bandit

Counters to secondary win conditions

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

Goblin Gang Mini P.E.K.K.A Zap Archers Bandit
Bandit Zap Archers Goblin Gang Mini P.E.K.K.A
Goblin Gang Bandit Zap Minions Mini P.E.K.K.A
Goblin Gang Mini P.E.K.K.A Zap Bandit
Goblin Gang Mini P.E.K.K.A Bandit
Zap Archers Minions Goblin Gang Ice Wizard
Goblin Gang Mini P.E.K.K.A Archers Minions Ice Wizard Bandit
Mini P.E.K.K.A
Zap Minions Mini P.E.K.K.A Bandit
Goblin Gang
Minions Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Goblin Gang Bandit
Archers
Goblin Gang Zap Archers Minions Mini P.E.K.K.A
Minions Zap Archers Mini P.E.K.K.A Ice 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.)

Bandit
Zap Ice Wizard Bandit
Bandit
Zap
Zap Minions Ice Wizard
Archers
Zap Ice Wizard
Zap Bandit
Minions Goblin Gang Mini P.E.K.K.A
Zap Bandit
Zap Archers
Bandit
Minions Bandit
Zap
Zap Bandit
Bandit
Minions Mini P.E.K.K.A
Zap Archers Mini P.E.K.K.A Bandit
Zap
Minions
Zap
Zap Ice Wizard
Zap Ice Wizard Bandit
Zap Bandit
Zap Bandit
Zap Archers Ice Wizard
Zap Minions
Mini P.E.K.K.A
Zap Bandit
Zap
Zap Archers Minions Goblin Gang Bandit
Zap Archers Ice Wizard
Goblin Gang Mini P.E.K.K.A
Zap
Zap
Zap Minions Goblin Gang
Zap
Zap Bandit

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