My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Baby Dragon Ice Wizard Electro 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.

Baby Dragon P.E.K.K.A Ice Wizard Electro Wizard

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap Freeze

Punishments

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

Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Barbarians Baby Dragon P.E.K.K.A

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.

Electro Wizard Graveyard

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
Graveyard
Giant Snowball
Barbarians Baby Dragon Graveyard
Zap
Graveyard
Barbarian Barrel
Barbarians Ice Wizard Electro Wizard Graveyard
The Log
Barbarians Graveyard
Earthquake
Barbarians Graveyard
Arrows
Graveyard
Royal Delivery
Barbarians Baby Dragon P.E.K.K.A Ice Wizard Electro Wizard Graveyard
Fireball
Barbarians Baby Dragon Ice Wizard Electro Wizard
Poison
Barbarians Ice Wizard Electro Wizard Graveyard
Lightning
Baby Dragon Ice Wizard Electro Wizard
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Freeze Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Freeze 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.

Baby Dragon Freeze 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.

Graveyard

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 Ice 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.

Zap Ice Wizard Baby Dragon Freeze Electro Wizard Barbarians Graveyard P.E.K.K.A

Shortest cycle

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

13 Zap Ice Wizard Baby Dragon Freeze

Attack Synergies 7 9

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
P.E.K.K.A Electro Wizard Graveyard Baby Dragon Freeze Ice Wizard
Barbarians
Baby Dragon
Graveyard Zap P.E.K.K.A Ice Wizard Electro Wizard
Freeze
Graveyard Zap
P.E.K.K.A
Zap Electro Wizard Baby Dragon Ice Wizard Graveyard
Ice Wizard
Zap Baby Dragon P.E.K.K.A Graveyard
Electro Wizard
Zap P.E.K.K.A Graveyard Baby Dragon
Graveyard
Zap Baby Dragon Freeze Electro Wizard P.E.K.K.A Ice Wizard

Defense Synergies 2 8

Zap
Electro Wizard Barbarians Baby Dragon P.E.K.K.A Ice Wizard
Barbarians
Zap
Baby Dragon
Ice Wizard Zap P.E.K.K.A
Freeze
Electro Wizard
P.E.K.K.A
Zap Baby Dragon Ice Wizard Electro Wizard
Ice Wizard
Baby Dragon Zap P.E.K.K.A
Electro Wizard
Zap Freeze P.E.K.K.A
Graveyard

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 Baby Dragon Electro Wizard
Barbarians P.E.K.K.A Zap Ice Wizard Electro Wizard
Barbarians P.E.K.K.A Freeze Ice Wizard Electro Wizard
Barbarians P.E.K.K.A Ice Wizard Electro Wizard
Barbarians P.E.K.K.A
Freeze Zap Baby Dragon Ice Wizard Electro Wizard
Electro Wizard Zap Baby Dragon Freeze Ice Wizard
Zap Barbarians Baby Dragon P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Ice Wizard
Barbarians Ice Wizard Electro Wizard
Barbarians Ice Wizard Electro Wizard Zap Baby Dragon Freeze
Zap Baby Dragon Ice Wizard Electro Wizard
Barbarians P.E.K.K.A Zap Freeze Ice Wizard Electro Wizard
Zap Barbarians Baby Dragon Freeze P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Barbarians Zap Freeze P.E.K.K.A Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Zap Barbarians Baby Dragon Ice Wizard Electro Wizard
Zap Baby Dragon Freeze Barbarians Ice Wizard Electro Wizard
Barbarians P.E.K.K.A Electro Wizard
Barbarians Baby Dragon P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Barbarians Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Baby Dragon
Barbarians P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Zap Barbarians Electro Wizard
Barbarians P.E.K.K.A
Zap Baby Dragon Freeze Ice Wizard Electro Wizard
P.E.K.K.A Barbarians Ice Wizard Electro Wizard
P.E.K.K.A Barbarians
Zap Freeze P.E.K.K.A Electro Wizard Barbarians Baby Dragon
P.E.K.K.A Barbarians
P.E.K.K.A Barbarians
P.E.K.K.A Zap Barbarians Electro Wizard
Barbarians P.E.K.K.A
Barbarians Baby Dragon
Barbarians Electro Wizard Zap Baby Dragon Freeze P.E.K.K.A
Zap Barbarians Baby Dragon Freeze P.E.K.K.A Ice Wizard Electro 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.)

Baby Dragon Freeze
Zap Baby Dragon Ice Wizard Electro Wizard
Baby Dragon
Barbarians Freeze
Zap Baby Dragon
Zap Baby Dragon Freeze Ice Wizard
Baby Dragon
Zap Baby Dragon Freeze Ice Wizard
Zap
Electro Wizard
Zap Electro Wizard
Zap Baby Dragon
Baby Dragon
Baby Dragon Freeze
Zap Baby Dragon
Zap Baby Dragon
Baby Dragon
Freeze
Zap Baby Dragon Electro Wizard
Zap Baby Dragon
Baby Dragon
Zap Barbarians Baby Dragon
Zap Freeze Baby Dragon Ice Wizard
Zap Baby Dragon Ice Wizard Electro Wizard
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Ice Wizard Electro Wizard
Zap Electro Wizard Freeze
Zap
Zap Freeze Electro Wizard
P.E.K.K.A
Zap Electro Wizard Barbarians Freeze
Zap Baby Dragon Ice Wizard Electro Wizard
Freeze
Baby Dragon Electro Wizard
Zap Baby Dragon
Zap
P.E.K.K.A
Zap Baby Dragon Freeze Electro Wizard
Zap Electro Wizard
Zap Baby Dragon Freeze Electro Wizard

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