My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Bats Archers Hunter 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.

Bats Archers Hunter Balloon Golem Ice Wizard

Offensive cards

Win conditions

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

Balloon Golem

Damage spells

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

Fireball

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.

Fireball

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 Balloon Golem

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 Golem

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
Bats Archers Balloon
Giant Snowball
Bats Archers Balloon
Zap
Bats Archers Balloon
Barbarian Barrel
Archers Hunter Ice Wizard
The Log
Archers Mini P.E.K.K.A Hunter
Earthquake
Archers
Arrows
Bats Archers
Royal Delivery
Bats Archers Mini P.E.K.K.A Hunter Balloon Ice Wizard
Fireball
Archers Hunter Balloon Ice Wizard
Poison
Bats Archers Hunter Balloon Ice Wizard
Lightning
Mini P.E.K.K.A Hunter Balloon Ice Wizard
Rocket
Hunter Balloon

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Hunter 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.

Bats Mini P.E.K.K.A Golem 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.

Fireball

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.

Fireball 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Archers Ice Wizard Fireball Mini P.E.K.K.A Hunter Balloon Golem

Shortest cycle

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

12 Bats Archers Ice Wizard Fireball

Attack Synergies 2 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.

Bats
Balloon Mini P.E.K.K.A Golem
Archers
Mini P.E.K.K.A Balloon Golem
Fireball
Golem
Mini P.E.K.K.A
Bats Archers Hunter Golem Ice Wizard
Hunter
Mini P.E.K.K.A Balloon Golem
Balloon
Bats Archers Hunter Golem Ice Wizard
Golem
Fireball Bats Archers Mini P.E.K.K.A Hunter Balloon Ice Wizard
Ice Wizard
Mini P.E.K.K.A Balloon Golem

Defense Synergies 0 10

Bats
Mini P.E.K.K.A Hunter Ice Wizard
Archers
Mini P.E.K.K.A Ice Wizard
Fireball
Mini P.E.K.K.A Ice Wizard
Mini P.E.K.K.A
Bats Archers Fireball Hunter Ice Wizard
Hunter
Bats Mini P.E.K.K.A Ice Wizard
Balloon
Golem
Ice Wizard
Bats Archers Fireball Mini P.E.K.K.A Hunter

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.

Fireball
Mini P.E.K.K.A Hunter Bats Ice Wizard
Mini P.E.K.K.A Hunter Bats Archers Ice Wizard
Mini P.E.K.K.A Hunter Bats Ice Wizard
Fireball Mini P.E.K.K.A
Fireball Bats Archers Hunter Ice Wizard
Bats Hunter Archers Fireball Ice Wizard
Fireball
Mini P.E.K.K.A Hunter Ice Wizard
Archers Mini P.E.K.K.A Hunter Ice Wizard
Bats Archers Ice Wizard Fireball Hunter
Hunter Bats Archers Fireball Ice Wizard
Mini P.E.K.K.A Hunter Bats Fireball Ice Wizard
Fireball Bats Mini P.E.K.K.A Hunter
Mini P.E.K.K.A Hunter
Fireball Mini P.E.K.K.A Hunter
Bats Fireball Mini P.E.K.K.A Hunter
Fireball Bats Archers Hunter Ice Wizard
Hunter Bats Archers Fireball Ice Wizard
Mini P.E.K.K.A Hunter
Bats Archers Fireball Mini P.E.K.K.A Hunter

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 Fireball
Fireball Archers Mini P.E.K.K.A Hunter
Bats Mini P.E.K.K.A Hunter
Mini P.E.K.K.A Hunter Bats Fireball
Mini P.E.K.K.A Hunter
Fireball Bats Archers Hunter Ice Wizard
Mini P.E.K.K.A Bats Archers Fireball Hunter Ice Wizard
Mini P.E.K.K.A Hunter
Bats Fireball Mini P.E.K.K.A
Bats Mini P.E.K.K.A Hunter
Fireball
Mini P.E.K.K.A Fireball Hunter
Archers Fireball
Bats Archers Fireball Mini P.E.K.K.A Hunter
Bats Archers Fireball Mini P.E.K.K.A Hunter 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.)

Fireball
Fireball Ice Wizard
Fireball
Fireball
Fireball
Fireball Bats Hunter Ice Wizard
Archers
Fireball Hunter Ice Wizard
Fireball
Bats Fireball Mini P.E.K.K.A
Fireball
Fireball Archers
Fireball Hunter
Fireball
Fireball
Fireball Hunter
Fireball
Fireball
Bats Mini P.E.K.K.A
Archers Fireball Mini P.E.K.K.A Hunter
Fireball
Fireball
Fireball
Fireball
Fireball Hunter Ice Wizard
Fireball Hunter Ice Wizard
Fireball
Fireball
Bats Archers Fireball Hunter Ice Wizard
Bats Fireball
Fireball Mini P.E.K.K.A
Fireball Hunter
Fireball
Fireball
Bats Archers Fireball
Fireball Archers Hunter Ice Wizard
Fireball
Fireball Mini P.E.K.K.A Hunter
Fireball
Fireball
Bats Fireball
Bats Fireball
Fireball

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