My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
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.

Mega Minion Wizard Magic Archer

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.

Bomber Mega Minion Wizard Golem Magic Archer

Offensive cards

Win conditions

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

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

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 Golem Magic Archer

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 Golem Magic Archer

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
Bomber Guards
Giant Snowball
Bomber Mega Minion Guards
Zap
Bomber Guards
Barbarian Barrel
Bomber Wizard Guards Magic Archer
The Log
Bomber Mini P.E.K.K.A Guards
Earthquake
Bomber Guards
Arrows
Bomber Guards
Royal Delivery
Bomber Mega Minion Mini P.E.K.K.A Wizard Guards Magic Archer
Fireball
Bomber Mega Minion Wizard Magic Archer
Poison
Bomber Mega Minion Wizard Guards Magic Archer
Lightning
Mega Minion Mini P.E.K.K.A Wizard Magic Archer
Rocket
Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball Wizard Magic Archer

Ladder info

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.

Mega Minion Mini P.E.K.K.A Guards Golem

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 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.

Bomber Mega Minion Guards Fireball Mini P.E.K.K.A Magic Archer Wizard Golem

Shortest cycle

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

12 Bomber Mega Minion Guards Fireball

Attack Synergies 3 8

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.

Bomber
Golem Mini P.E.K.K.A
Mega Minion
Golem Fireball
Fireball
Golem Mega Minion Magic Archer
Mini P.E.K.K.A
Bomber Wizard Golem Magic Archer
Wizard
Mini P.E.K.K.A Golem
Guards
Golem
Bomber Mega Minion Fireball Mini P.E.K.K.A Wizard Magic Archer
Magic Archer
Fireball Mini P.E.K.K.A Golem

Defense Synergies 0 10

Bomber
Mini P.E.K.K.A Guards
Mega Minion
Wizard Guards
Fireball
Mini P.E.K.K.A
Mini P.E.K.K.A
Bomber Fireball Wizard Guards Magic Archer
Wizard
Mega Minion Mini P.E.K.K.A Guards
Guards
Bomber Mega Minion Mini P.E.K.K.A Wizard Magic Archer
Golem
Magic Archer
Mini P.E.K.K.A Guards

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.

Bomber Mega Minion Fireball Wizard Magic Archer
Mini P.E.K.K.A Bomber Mega Minion
Mini P.E.K.K.A Bomber Mega Minion
Mini P.E.K.K.A Bomber Mega Minion Guards
Bomber Fireball Mini P.E.K.K.A
Fireball Bomber Mega Minion Guards Magic Archer
Mega Minion Fireball Wizard Magic Archer
Fireball Magic Archer
Mini P.E.K.K.A
Guards Bomber Mini P.E.K.K.A
Guards Bomber Mega Minion Fireball Wizard Magic Archer
Mega Minion Fireball Wizard Magic Archer
Mini P.E.K.K.A Bomber Fireball Wizard Guards
Bomber Fireball Wizard Mega Minion Mini P.E.K.K.A Guards Magic Archer
Mini P.E.K.K.A
Fireball Mini P.E.K.K.A
Wizard Bomber Fireball Mini P.E.K.K.A
Fireball Bomber Mega Minion Wizard Guards Magic Archer
Wizard Bomber Mega Minion Fireball Guards Magic Archer
Mini P.E.K.K.A
Bomber Wizard Fireball Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Fireball
Fireball Bomber Mega Minion Mini P.E.K.K.A Wizard Magic Archer
Guards Mini P.E.K.K.A
Mini P.E.K.K.A Guards Fireball
Mini P.E.K.K.A Guards
Fireball Wizard Magic Archer
Mini P.E.K.K.A Guards Mega Minion Fireball
Mini P.E.K.K.A
Mega Minion Fireball Mini P.E.K.K.A Magic Archer
Mega Minion Guards
Mega Minion Mini P.E.K.K.A Guards
Fireball Guards
Mini P.E.K.K.A Fireball Wizard Guards
Wizard Bomber Fireball Magic Archer
Guards Bomber Mega Minion Fireball Mini P.E.K.K.A Magic Archer
Bomber Mega Minion Fireball Mini P.E.K.K.A Wizard Magic Archer

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 Magic Archer Guards
Fireball Magic Archer
Fireball Magic Archer
Fireball Guards
Bomber Fireball Wizard Magic Archer
Fireball Wizard Mega Minion Magic Archer
Bomber Wizard Magic Archer
Fireball Wizard Magic Archer
Fireball Wizard
Fireball Mini P.E.K.K.A Guards
Fireball Wizard Magic Archer
Fireball Wizard Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Bomber Fireball Wizard Magic Archer
Magic Archer Fireball Wizard
Fireball
Bomber Mini P.E.K.K.A
Bomber Mega Minion Fireball Mini P.E.K.K.A Wizard Magic Archer
Bomber Fireball Wizard Magic Archer
Fireball Magic Archer
Fireball Wizard
Fireball
Bomber Fireball Wizard Magic Archer
Mega Minion
Fireball Wizard Magic Archer
Fireball Wizard Magic Archer
Fireball Magic Archer
Fireball Wizard Magic Archer
Mega Minion Fireball Wizard Guards
Mega Minion Fireball Mini P.E.K.K.A
Bomber Fireball Wizard Magic Archer
Fireball Magic Archer
Fireball Wizard Magic Archer
Fireball Guards Magic Archer
Fireball Mega Minion Wizard Magic Archer
Fireball
Fireball Mega Minion Mini P.E.K.K.A Wizard Magic Archer
Bomber Fireball Wizard Magic Archer
Fireball
Mega Minion
Fireball Guards Magic Archer
Fireball Magic Archer
Fireball Magic Archer

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: