My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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.

Mega Minion Electro Wizard Inferno Dragon

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.

Mega Minion Bowler Golem Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Golem Miner

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 Miner

Pump responses

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

Miner

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

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 Miner Electro Wizard

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
Miner Inferno Dragon
Giant Snowball
Mega Minion Miner Inferno Dragon
Zap
Inferno Dragon
Barbarian Barrel
Electro Wizard
The Log
Mini P.E.K.K.A
Earthquake
Arrows
Royal Delivery
Mega Minion Mini P.E.K.K.A Bowler Miner Electro Wizard Inferno Dragon
Fireball
Mega Minion Bowler Electro Wizard Inferno Dragon
Poison
Mega Minion Electro Wizard
Lightning
Mega Minion Mini P.E.K.K.A Bowler Electro Wizard Inferno Dragon
Rocket
Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bowler

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.

Arrows Mega Minion Mini P.E.K.K.A Bowler Golem Miner Inferno Dragon

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.

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 Mega Minion Miner Mini P.E.K.K.A Electro Wizard Inferno Dragon Bowler Golem

Shortest cycle

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

13 Arrows Mega Minion Miner Mini P.E.K.K.A

Attack Synergies 2 14

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
Golem Mega Minion Mini P.E.K.K.A Bowler Miner
Mega Minion
Golem Arrows Bowler Miner
Mini P.E.K.K.A
Arrows Bowler Golem Electro Wizard
Bowler
Arrows Mega Minion Mini P.E.K.K.A Miner Electro Wizard
Golem
Arrows Mega Minion Mini P.E.K.K.A Electro Wizard
Miner
Arrows Mega Minion Bowler Electro Wizard Inferno Dragon
Electro Wizard
Mini P.E.K.K.A Bowler Golem Miner
Inferno Dragon
Miner

Defense Synergies 1 8

Arrows
Mega Minion Mini P.E.K.K.A Bowler
Mega Minion
Arrows Miner Electro Wizard
Mini P.E.K.K.A
Electro Wizard Arrows Bowler
Bowler
Arrows Mini P.E.K.K.A Electro Wizard
Golem
Miner
Mega Minion
Electro Wizard
Mini P.E.K.K.A Mega Minion Bowler Inferno Dragon
Inferno Dragon
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.

Bowler Mega Minion Electro Wizard
Mini P.E.K.K.A Inferno Dragon Mega Minion Electro Wizard
Mini P.E.K.K.A Bowler Mega Minion Electro Wizard Inferno Dragon
Mini P.E.K.K.A Inferno Dragon Mega Minion Bowler Electro Wizard
Arrows Mini P.E.K.K.A Bowler
Arrows Bowler Mega Minion Electro Wizard
Mega Minion Electro Wizard Inferno Dragon Arrows
Bowler Arrows Electro Wizard
Mini P.E.K.K.A Inferno Dragon
Mini P.E.K.K.A Bowler Miner Electro Wizard
Electro Wizard Arrows Mega Minion Bowler
Arrows Mega Minion Inferno Dragon Electro Wizard
Mini P.E.K.K.A Bowler Electro Wizard
Bowler Arrows Mega Minion Mini P.E.K.K.A Electro Wizard
Mini P.E.K.K.A Inferno Dragon Electro Wizard
Mini P.E.K.K.A Bowler Electro Wizard Inferno Dragon
Arrows Mini P.E.K.K.A Bowler Electro Wizard
Arrows Mega Minion Bowler Electro Wizard
Arrows Mega Minion Bowler Electro Wizard Inferno Dragon
Mini P.E.K.K.A Electro Wizard Inferno Dragon
Bowler Arrows Mini 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.

Mini P.E.K.K.A Bowler Electro Wizard
Electro Wizard Arrows Mega Minion Mini P.E.K.K.A Bowler Miner Inferno Dragon
Mini P.E.K.K.A Bowler Electro Wizard
Mini P.E.K.K.A Bowler Electro Wizard
Mini P.E.K.K.A Bowler Inferno Dragon
Arrows Electro Wizard
Mini P.E.K.K.A Mega Minion Bowler Electro Wizard
Mini P.E.K.K.A Inferno Dragon
Electro Wizard Mega Minion Mini P.E.K.K.A Inferno Dragon
Mega Minion Inferno Dragon
Inferno Dragon Mega Minion Mini P.E.K.K.A Bowler
Arrows Bowler Electro Wizard
Mini P.E.K.K.A Bowler
Bowler
Electro Wizard Mega Minion Mini P.E.K.K.A Bowler Inferno Dragon
Arrows Bowler Mega Minion Mini P.E.K.K.A 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
Arrows Bowler Miner Electro Wizard
Arrows Miner
Arrows
Arrows Bowler
Arrows Mega Minion
Arrows Bowler
Arrows Bowler
Arrows Miner
Mini P.E.K.K.A Bowler Electro Wizard
Miner Arrows Bowler Electro Wizard
Arrows
Bowler Miner
Arrows
Arrows
Arrows Bowler
Arrows Bowler
Arrows
Mini P.E.K.K.A
Arrows Mega Minion Mini P.E.K.K.A Bowler Electro Wizard
Arrows Bowler Miner
Bowler
Arrows
Bowler
Arrows
Arrows Bowler
Mega Minion Inferno Dragon
Arrows Miner Bowler Electro Wizard
Arrows Bowler Miner
Miner Arrows
Arrows Electro Wizard
Electro Wizard Mega Minion
Mega Minion Mini P.E.K.K.A Bowler
Arrows Miner
Arrows Electro Wizard
Arrows Bowler
Electro Wizard
Arrows Mega Minion Electro Wizard
Arrows
Miner Mega Minion Mini P.E.K.K.A Bowler Electro Wizard
Arrows Bowler
Arrows
Mega Minion
Bowler Electro Wizard
Electro Wizard
Bowler Miner Electro Wizard

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