My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Archers 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 Archers Royal Giant Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Giant Snowball Poison

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant Mini P.E.K.K.A

Pump responses

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

Poison

Dropped at the bridge

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

Royal Giant Mini P.E.K.K.A P.E.K.K.A

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

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

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Wizard Poison

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.

Bats Mini P.E.K.K.A Poison P.E.K.K.A

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.

Royal Giant

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.

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Giant Snowball Archers Mini P.E.K.K.A Poison Wizard Royal Giant P.E.K.K.A

Shortest cycle

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

11 Bats Giant Snowball Archers Mini P.E.K.K.A

Attack Synergies 4 11

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
Royal Giant Mini P.E.K.K.A P.E.K.K.A
Giant Snowball
P.E.K.K.A Archers Royal Giant Poison
Archers
Giant Snowball Royal Giant Mini P.E.K.K.A P.E.K.K.A
Royal Giant
Bats Poison Giant Snowball Archers Wizard
Mini P.E.K.K.A
Bats Archers Wizard
Wizard
Royal Giant Mini P.E.K.K.A P.E.K.K.A
Poison
Royal Giant P.E.K.K.A Giant Snowball
P.E.K.K.A
Giant Snowball Poison Bats Archers Wizard

Defense Synergies 0 12

Bats
Giant Snowball Mini P.E.K.K.A P.E.K.K.A
Giant Snowball
Bats Archers Mini P.E.K.K.A Wizard Poison P.E.K.K.A
Archers
Giant Snowball Mini P.E.K.K.A P.E.K.K.A
Royal Giant
Mini P.E.K.K.A
Bats Giant Snowball Archers Wizard
Wizard
Giant Snowball Mini P.E.K.K.A P.E.K.K.A
Poison
Giant Snowball
P.E.K.K.A
Bats Giant Snowball Archers 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.

Wizard
Mini P.E.K.K.A P.E.K.K.A Bats
Mini P.E.K.K.A P.E.K.K.A Bats Giant Snowball Archers
Mini P.E.K.K.A P.E.K.K.A Bats
Mini P.E.K.K.A Poison P.E.K.K.A
Bats Giant Snowball Archers
Bats Giant Snowball Archers Wizard Poison
Poison P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Giant Snowball Archers Mini P.E.K.K.A
Bats Archers Poison Giant Snowball Wizard
Bats Giant Snowball Archers Wizard Poison
Mini P.E.K.K.A P.E.K.K.A Bats Giant Snowball Wizard
Wizard Bats Giant Snowball Mini P.E.K.K.A Poison P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Giant Snowball Mini P.E.K.K.A P.E.K.K.A
Wizard Bats Mini P.E.K.K.A Poison P.E.K.K.A
Bats Giant Snowball Archers Wizard
Giant Snowball Wizard Poison Bats Archers
Mini P.E.K.K.A P.E.K.K.A
Wizard Bats Giant Snowball Archers Mini P.E.K.K.A Poison 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 Giant Snowball Archers P.E.K.K.A
Poison Giant Snowball Archers Mini P.E.K.K.A Wizard
P.E.K.K.A Bats Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Bats
P.E.K.K.A Mini P.E.K.K.A
Wizard Poison Bats Giant Snowball Archers
Mini P.E.K.K.A P.E.K.K.A Bats Archers
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Bats Giant Snowball Mini P.E.K.K.A Poison
P.E.K.K.A
P.E.K.K.A Bats Mini P.E.K.K.A
P.E.K.K.A Giant Snowball Poison
Mini P.E.K.K.A P.E.K.K.A Wizard
Wizard Archers
Bats Archers Mini P.E.K.K.A Poison P.E.K.K.A
Bats Poison Giant Snowball Archers Mini P.E.K.K.A Wizard P.E.K.K.A

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.)

Poison
Poison Giant Snowball
Poison
Poison
Wizard Poison Giant Snowball
Wizard Poison Bats Giant Snowball
Archers Wizard Poison
Poison Giant Snowball Wizard
Poison Giant Snowball Wizard
Bats Giant Snowball Mini P.E.K.K.A Poison
Poison Wizard
Poison Giant Snowball Archers Wizard
Poison Giant Snowball
Poison
Giant Snowball Poison
Giant Snowball Wizard Poison
Wizard Poison
Giant Snowball Poison
Bats Mini P.E.K.K.A
Giant Snowball Archers Mini P.E.K.K.A Wizard Poison
Giant Snowball Wizard Poison
Poison
Giant Snowball Wizard Poison
Giant Snowball Poison
Giant Snowball Poison Wizard
Poison Giant Snowball Wizard
Giant Snowball Wizard Poison
Poison
Poison Bats Giant Snowball Archers Wizard
Bats Giant Snowball Wizard Poison
Giant Snowball Mini P.E.K.K.A
Poison Giant Snowball Wizard
Giant Snowball Poison
P.E.K.K.A
Giant Snowball Wizard Poison
Bats Archers
Poison Giant Snowball Archers Wizard
Poison Mini P.E.K.K.A Wizard
Giant Snowball Wizard Poison
Giant Snowball Poison
P.E.K.K.A
Bats Giant Snowball Poison
Bats Giant Snowball Poison
Poison Giant Snowball

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