My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Great!
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 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 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!
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.

Archers 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.

Archers P.E.K.K.A Ice Wizard Bandit

Offensive cards

Win conditions

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

Goblin Barrel Miner

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.

Goblin Barrel Miner Bandit

Pump responses

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

Fireball Goblin Barrel Miner

Dropped at the bridge

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

P.E.K.K.A Bandit

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.

Goblin Barrel Miner Bandit

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
Archers Goblin Barrel Guards Miner Bandit
Giant Snowball
Archers Goblin Barrel Guards Miner
Zap
Archers Goblin Barrel Guards Bandit
Barbarian Barrel
Archers Goblin Barrel Guards Ice Wizard Bandit
The Log
Archers Goblin Barrel Guards Bandit
Earthquake
Archers Goblin Barrel Guards
Arrows
Archers Goblin Barrel Guards
Royal Delivery
Archers Goblin Barrel Guards P.E.K.K.A Miner Ice Wizard Bandit
Fireball
Archers Goblin Barrel Ice Wizard Bandit
Poison
Archers Guards Ice Wizard
Lightning
Ice Wizard Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Guards P.E.K.K.A Miner 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 Goblin Barrel

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 Goblin Barrel 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Archers Goblin Barrel Guards Miner Ice Wizard Bandit Fireball P.E.K.K.A

Shortest cycle

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

12 Archers Goblin Barrel Guards Miner

Attack Synergies 1 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.

Archers
P.E.K.K.A Miner Bandit
Fireball
Miner
Goblin Barrel
Guards P.E.K.K.A Miner Ice Wizard Bandit
Guards
Miner Goblin Barrel Bandit
P.E.K.K.A
Archers Goblin Barrel Ice Wizard
Miner
Guards Archers Fireball Goblin Barrel Bandit
Ice Wizard
Goblin Barrel P.E.K.K.A Bandit
Bandit
Archers Goblin Barrel Guards Miner Ice Wizard

Defense Synergies 0 10

Archers
Guards P.E.K.K.A Ice Wizard Bandit
Fireball
Miner Ice Wizard Bandit
Goblin Barrel
Guards
Archers Ice Wizard
P.E.K.K.A
Archers Ice Wizard
Miner
Fireball
Ice Wizard
Archers Fireball Guards P.E.K.K.A Bandit
Bandit
Archers Fireball Ice 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.

Fireball
P.E.K.K.A Ice Wizard Bandit
P.E.K.K.A Archers Ice Wizard Bandit
P.E.K.K.A Guards Ice Wizard Bandit
Fireball P.E.K.K.A
Fireball Archers Guards Ice Wizard Bandit
Archers Fireball Ice Wizard
Fireball P.E.K.K.A Bandit
P.E.K.K.A Ice Wizard
Guards Archers Miner Ice Wizard Bandit
Archers Guards Ice Wizard Fireball Bandit
Archers Fireball Ice Wizard
P.E.K.K.A Fireball Guards Ice Wizard Bandit
Fireball Guards P.E.K.K.A
P.E.K.K.A Bandit
Fireball P.E.K.K.A Bandit
Fireball P.E.K.K.A
Fireball Archers Guards Ice Wizard Bandit
Archers Fireball Guards Ice Wizard Bandit
P.E.K.K.A
Archers Fireball Guards P.E.K.K.A Bandit

Counters to secondary win conditions

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

Guards Archers Fireball P.E.K.K.A Bandit
Fireball Bandit Archers Miner
Guards P.E.K.K.A Bandit
Guards P.E.K.K.A Fireball Bandit
P.E.K.K.A Guards Bandit
Fireball Archers Ice Wizard
Guards P.E.K.K.A Archers Fireball Ice Wizard Bandit
P.E.K.K.A
P.E.K.K.A Fireball Bandit
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Fireball Guards
P.E.K.K.A Fireball Guards Bandit
Archers Fireball
Guards Archers Fireball P.E.K.K.A
Archers Fireball P.E.K.K.A 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 Guards Bandit
Fireball Miner Ice Wizard Bandit
Fireball Miner Bandit
Fireball Guards
Fireball
Fireball Ice Wizard
Archers
Fireball Ice Wizard
Fireball Miner Bandit
Fireball Guards
Miner Fireball Bandit
Fireball Archers
Fireball Miner Bandit
Fireball Bandit
Fireball
Fireball Bandit
Fireball Bandit
Fireball
Archers Fireball Bandit
Fireball Miner
Fireball
Fireball
Fireball
Fireball Ice Wizard
Fireball Miner Ice Wizard Bandit
Fireball Miner Bandit
Fireball Miner Bandit
Archers Fireball Ice Wizard
Fireball Guards
Fireball
Fireball Miner Bandit
Fireball
P.E.K.K.A
Fireball
Archers Fireball Guards Bandit
Fireball Archers Ice Wizard
Fireball
Fireball Miner
Fireball
Fireball
P.E.K.K.A
Fireball Guards
Fireball
Fireball Miner Bandit

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