My Best Clash Royale Deck

Deck Check Rating

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

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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!
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 Mega Minion Wizard 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 Mega Minion Wizard Golem Ice Wizard

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.

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

Pump responses

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

Missing

Dropped at the bridge

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

Barbarians 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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard 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 Arrows Mega Minion Mini P.E.K.K.A Golem Ice Wizard

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 Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Arrows Mega Minion Ice Wizard Mini P.E.K.K.A Barbarians Wizard Golem

Shortest cycle

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

11 Bats Arrows Mega Minion Ice Wizard

Attack Synergies 2 10

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
Mega Minion Mini P.E.K.K.A Golem
Arrows
Golem Mega Minion Mini P.E.K.K.A
Barbarians
Mega Minion
Golem Bats Arrows
Mini P.E.K.K.A
Bats Arrows Wizard Golem Ice Wizard
Wizard
Mini P.E.K.K.A Golem
Golem
Arrows Mega Minion Bats Mini P.E.K.K.A Wizard Ice Wizard
Ice Wizard
Mini P.E.K.K.A Golem

Defense Synergies 0 11

Bats
Mini P.E.K.K.A Ice Wizard
Arrows
Barbarians Mega Minion Mini P.E.K.K.A Ice Wizard
Barbarians
Arrows
Mega Minion
Arrows Wizard Ice Wizard
Mini P.E.K.K.A
Bats Arrows Wizard Ice Wizard
Wizard
Mega Minion Mini P.E.K.K.A Ice Wizard
Golem
Ice Wizard
Bats Arrows Mega Minion Mini P.E.K.K.A 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.

Mega Minion Wizard
Barbarians Mini P.E.K.K.A Bats Mega Minion Ice Wizard
Barbarians Mini P.E.K.K.A Bats Mega Minion Ice Wizard
Barbarians Mini P.E.K.K.A Bats Mega Minion Ice Wizard
Arrows Barbarians Mini P.E.K.K.A
Arrows Bats Mega Minion Ice Wizard
Bats Mega Minion Arrows Wizard Ice Wizard
Arrows Barbarians
Barbarians Mini P.E.K.K.A Ice Wizard
Barbarians Mini P.E.K.K.A Ice Wizard
Bats Barbarians Ice Wizard Arrows Mega Minion Wizard
Arrows Mega Minion Bats Wizard Ice Wizard
Barbarians Mini P.E.K.K.A Bats Wizard Ice Wizard
Wizard Bats Arrows Barbarians Mega Minion Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A
Barbarians Wizard Bats Arrows Mini P.E.K.K.A
Arrows Bats Barbarians Mega Minion Wizard Ice Wizard
Arrows Wizard Bats Barbarians Mega Minion Ice Wizard
Barbarians Mini P.E.K.K.A
Wizard Bats Arrows Barbarians Mini P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A
Arrows Mega Minion Mini P.E.K.K.A Wizard
Barbarians Bats Mini P.E.K.K.A
Mini P.E.K.K.A Bats Barbarians
Barbarians Mini P.E.K.K.A
Arrows Wizard Bats Ice Wizard
Mini P.E.K.K.A Bats Barbarians Mega Minion Ice Wizard
Mini P.E.K.K.A Barbarians
Bats Barbarians Mega Minion Mini P.E.K.K.A
Barbarians Mega Minion
Bats Barbarians Mega Minion Mini P.E.K.K.A
Arrows Barbarians
Barbarians Mini P.E.K.K.A Wizard
Wizard Barbarians
Barbarians Bats Mega Minion Mini P.E.K.K.A
Bats Arrows Barbarians Mega Minion Mini P.E.K.K.A Wizard 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.)

Arrows
Arrows Ice Wizard
Arrows
Arrows Barbarians
Wizard Arrows
Arrows Wizard Bats Mega Minion Ice Wizard
Arrows Wizard
Arrows Wizard Ice Wizard
Arrows Wizard
Bats Mini P.E.K.K.A
Arrows Wizard
Arrows Wizard
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Bats Mini P.E.K.K.A
Arrows Mega Minion Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows Wizard
Arrows Barbarians
Arrows Wizard Ice Wizard
Mega Minion
Arrows Wizard Ice Wizard
Arrows Wizard
Arrows
Bats Arrows Wizard Ice Wizard
Bats Mega Minion Wizard
Mega Minion Mini P.E.K.K.A
Arrows Wizard
Arrows
Arrows Wizard
Bats Barbarians
Arrows Mega Minion Wizard Ice Wizard
Arrows
Mega Minion Mini P.E.K.K.A Wizard
Arrows Wizard
Arrows
Mega Minion
Bats
Bats

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: