My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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 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.

Baby Dragon Hunter

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.

Baby Dragon Hunter P.E.K.K.A

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel

Damage spells

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

Tornado

Punishments

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

Wall Breakers Goblin Barrel

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Wall Breakers Baby Dragon 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.

Goblin Barrel

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
Wall Breakers Goblin Barrel Guards Skeleton Army
Giant Snowball
Wall Breakers Goblin Barrel Guards Skeleton Army Baby Dragon
Zap
Wall Breakers Goblin Barrel Guards Skeleton Army
Barbarian Barrel
Wall Breakers Goblin Barrel Guards Skeleton Army Hunter
The Log
Wall Breakers Goblin Barrel Guards Skeleton Army Hunter
Earthquake
Goblin Barrel Guards Skeleton Army
Arrows
Wall Breakers Goblin Barrel Guards Skeleton Army
Royal Delivery
Wall Breakers Goblin Barrel Guards Skeleton Army Baby Dragon Hunter P.E.K.K.A
Fireball
Wall Breakers Goblin Barrel Skeleton Army Baby Dragon Hunter
Poison
Guards Skeleton Army Hunter
Lightning
Baby Dragon Hunter
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Tornado Baby Dragon Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Baby Dragon Hunter

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 Skeleton Army Tornado Baby Dragon 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.

Goblin Barrel Skeleton Army

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.

Goblin Barrel

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.

Wall Breakers Goblin Barrel Guards Skeleton Army Tornado Baby Dragon Hunter P.E.K.K.A

Shortest cycle

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

11 Wall Breakers Goblin Barrel Guards Skeleton Army

Attack Synergies 2 8

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.

Wall Breakers
Baby Dragon
Goblin Barrel
Guards Skeleton Army Baby Dragon P.E.K.K.A
Guards
Goblin Barrel
Skeleton Army
Goblin Barrel
Tornado
Baby Dragon P.E.K.K.A Hunter
Baby Dragon
Tornado Wall Breakers Goblin Barrel P.E.K.K.A
Hunter
Tornado P.E.K.K.A
P.E.K.K.A
Tornado Goblin Barrel Baby Dragon Hunter

Defense Synergies 2 6

Wall Breakers
Goblin Barrel
Guards
Hunter Skeleton Army Baby Dragon
Skeleton Army
Guards
Tornado
P.E.K.K.A Baby Dragon Hunter
Baby Dragon
Guards Tornado P.E.K.K.A
Hunter
Guards Tornado P.E.K.K.A
P.E.K.K.A
Tornado Baby Dragon Hunter

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.

Baby Dragon
Skeleton Army Hunter P.E.K.K.A
Skeleton Army Tornado Hunter P.E.K.K.A
Skeleton Army Hunter P.E.K.K.A Guards
Skeleton Army Tornado P.E.K.K.A
Skeleton Army Tornado Guards Baby Dragon Hunter
Tornado Hunter Baby Dragon
Baby Dragon P.E.K.K.A
Hunter P.E.K.K.A Skeleton Army Tornado
Guards Skeleton Army Tornado Hunter
Guards Skeleton Army Tornado Baby Dragon Hunter
Hunter Tornado Baby Dragon
Skeleton Army Hunter P.E.K.K.A Guards
Skeleton Army Guards Tornado Baby Dragon Hunter P.E.K.K.A
Skeleton Army P.E.K.K.A Hunter
Skeleton Army Tornado Hunter P.E.K.K.A
Skeleton Army Tornado Hunter P.E.K.K.A
Guards Skeleton Army Tornado Baby Dragon Hunter
Tornado Baby Dragon Hunter Guards
P.E.K.K.A Tornado Hunter
Skeleton Army Guards Baby Dragon Hunter P.E.K.K.A

Counters to secondary win conditions

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

Guards Skeleton Army P.E.K.K.A
Baby Dragon Hunter
Guards Skeleton Army P.E.K.K.A Hunter
Guards Skeleton Army Hunter P.E.K.K.A Tornado
P.E.K.K.A Guards Skeleton Army Hunter
Tornado Baby Dragon Hunter
Guards Skeleton Army P.E.K.K.A Hunter
P.E.K.K.A Skeleton Army Hunter
P.E.K.K.A Skeleton Army Tornado Baby Dragon
P.E.K.K.A Guards Skeleton Army
P.E.K.K.A Guards Hunter
Skeleton Army P.E.K.K.A Guards Tornado
Skeleton Army P.E.K.K.A Guards Hunter
Skeleton Army Baby Dragon
Guards Skeleton Army Tornado Baby Dragon Hunter P.E.K.K.A
Baby Dragon Hunter 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.)

Guards Baby Dragon
Tornado Baby Dragon
Baby Dragon
Guards
Baby Dragon
Tornado Baby Dragon Hunter
Tornado Baby Dragon
Tornado Baby Dragon Hunter
Tornado
Guards Tornado
Tornado
Tornado Baby Dragon
Baby Dragon Hunter
Baby Dragon
Baby Dragon
Baby Dragon Hunter
Baby Dragon
Tornado
Baby Dragon Hunter
Tornado Baby Dragon
Baby Dragon
Tornado
Tornado
Baby Dragon
Tornado Baby Dragon Hunter
Tornado Baby Dragon Hunter
Tornado Baby Dragon
Tornado Baby Dragon
Tornado Baby Dragon Hunter
Guards
Hunter
P.E.K.K.A
Guards Skeleton Army
Tornado Baby Dragon Hunter
Baby Dragon Hunter
Baby Dragon
Tornado
P.E.K.K.A
Guards Tornado Baby Dragon
Tornado
Tornado Baby Dragon

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