My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Mediocre

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 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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Baby 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.

Bomber Battle Ram Baby Dragon P.E.K.K.A Royal Ghost

Offensive cards

Win conditions

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

Battle Ram

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 Battle Ram Royal Ghost

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 Battle Ram Baby Dragon P.E.K.K.A Royal Ghost

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 Royal Ghost

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 Minions Battle Ram
Giant Snowball
Bomber Minions Battle Ram Baby Dragon
Zap
Bomber Minions Battle Ram
Barbarian Barrel
Bomber Battle Ram Royal Ghost
The Log
Bomber Mini P.E.K.K.A Battle Ram
Earthquake
Bomber
Arrows
Bomber Minions
Royal Delivery
Bomber Minions Mini P.E.K.K.A Battle Ram Baby Dragon P.E.K.K.A Royal Ghost
Fireball
Bomber Minions Battle Ram Baby Dragon
Poison
Bomber Minions
Lightning
Mini P.E.K.K.A Battle Ram Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Fireball Baby Dragon Royal Ghost

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.

Mini P.E.K.K.A Battle Ram Baby Dragon P.E.K.K.A Royal Ghost

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.

Minions Fireball

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 Minions Royal Ghost Fireball Mini P.E.K.K.A Battle Ram Baby Dragon P.E.K.K.A

Shortest cycle

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

12 Bomber Minions Royal Ghost Fireball

Attack Synergies 0 16

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
Minions Mini P.E.K.K.A Battle Ram Baby Dragon P.E.K.K.A
Minions
Bomber Mini P.E.K.K.A Battle Ram Baby Dragon P.E.K.K.A
Fireball
Battle Ram Baby Dragon
Mini P.E.K.K.A
Bomber Minions Baby Dragon
Battle Ram
Bomber Minions Fireball Baby Dragon P.E.K.K.A Royal Ghost
Baby Dragon
Bomber Minions Fireball Mini P.E.K.K.A Battle Ram P.E.K.K.A
P.E.K.K.A
Bomber Minions Battle Ram Baby Dragon
Royal Ghost
Battle Ram

Defense Synergies 0 9

Bomber
Mini P.E.K.K.A P.E.K.K.A Royal Ghost
Minions
Baby Dragon P.E.K.K.A
Fireball
Mini P.E.K.K.A
Mini P.E.K.K.A
Bomber Fireball Baby Dragon Royal Ghost
Battle Ram
Baby Dragon
Minions Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Bomber Minions Baby Dragon
Royal Ghost
Bomber Mini P.E.K.K.A

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 Minions Fireball Baby Dragon
Mini P.E.K.K.A P.E.K.K.A Bomber Minions
Mini P.E.K.K.A P.E.K.K.A Bomber Minions
Mini P.E.K.K.A P.E.K.K.A Bomber Minions
Bomber Fireball Mini P.E.K.K.A P.E.K.K.A
Fireball Bomber Minions Baby Dragon Royal Ghost
Minions Fireball Baby Dragon
Fireball Baby Dragon P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Minions
Bomber Mini P.E.K.K.A Royal Ghost
Minions Bomber Fireball Baby Dragon Royal Ghost
Minions Fireball Baby Dragon
Mini P.E.K.K.A P.E.K.K.A Bomber Minions Fireball
Bomber Fireball Minions Mini P.E.K.K.A Baby Dragon P.E.K.K.A Royal Ghost
Mini P.E.K.K.A P.E.K.K.A
Fireball Mini P.E.K.K.A P.E.K.K.A
Bomber Minions Fireball Mini P.E.K.K.A P.E.K.K.A
Fireball Bomber Minions Baby Dragon Royal Ghost
Baby Dragon Bomber Minions Fireball Royal Ghost
Mini P.E.K.K.A P.E.K.K.A
Bomber Royal Ghost Minions Fireball Mini P.E.K.K.A Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Fireball P.E.K.K.A Royal Ghost
Fireball Bomber Mini P.E.K.K.A Baby Dragon Royal Ghost
P.E.K.K.A Minions Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Fireball
P.E.K.K.A Mini P.E.K.K.A
Fireball Minions Baby Dragon
Mini P.E.K.K.A P.E.K.K.A Minions Fireball
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Minions Fireball Mini P.E.K.K.A Baby Dragon
P.E.K.K.A
P.E.K.K.A Minions Mini P.E.K.K.A
P.E.K.K.A Fireball
Mini P.E.K.K.A P.E.K.K.A Fireball
Bomber Fireball Baby Dragon
Bomber Minions Fireball Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Minions Bomber Fireball Mini P.E.K.K.A Baby Dragon P.E.K.K.A Royal Ghost

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 Baby Dragon Royal Ghost
Fireball Baby Dragon Royal Ghost
Fireball Baby Dragon
Fireball
Bomber Fireball Baby Dragon
Fireball Minions Baby Dragon
Bomber Baby Dragon
Fireball Baby Dragon
Fireball
Minions Fireball Mini P.E.K.K.A
Fireball
Fireball Baby Dragon
Fireball Baby Dragon
Minions Fireball Baby Dragon
Fireball Baby Dragon
Bomber Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Bomber Minions Mini P.E.K.K.A
Bomber Fireball Mini P.E.K.K.A Baby Dragon
Bomber Fireball Baby Dragon
Minions Fireball Baby Dragon
Fireball
Fireball Baby Dragon
Bomber Fireball Baby Dragon
Fireball Baby Dragon Royal Ghost
Fireball Baby Dragon
Fireball Baby Dragon
Fireball Baby Dragon
Minions Fireball
Fireball Mini P.E.K.K.A
Bomber Fireball
Fireball
P.E.K.K.A
Fireball
Minions Fireball
Fireball Baby Dragon
Fireball
Fireball Mini P.E.K.K.A Baby Dragon
Bomber Fireball Baby Dragon
Fireball
P.E.K.K.A
Minions Fireball Baby Dragon
Fireball
Fireball Baby Dragon Royal Ghost

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