My Best Clash Royale Deck

Deck Check Rating

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

2 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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Wizard 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 Giant Wizard Baby Dragon

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap

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 Giant

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.

Mini P.E.K.K.A Giant Baby Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Wizard Baby Dragon

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.

Mini P.E.K.K.A Skeleton Army Baby Dragon

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.

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.

Minions 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.

Bomber Zap Minions Skeleton Army Mini P.E.K.K.A Baby Dragon Giant Wizard

Shortest cycle

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

10 Bomber Zap Minions Skeleton Army

Attack Synergies 4 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.

Bomber
Giant Zap Minions Mini P.E.K.K.A Baby Dragon
Zap
Giant Bomber Minions Mini P.E.K.K.A Baby Dragon
Minions
Giant Bomber Zap Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A
Giant Bomber Zap Minions Wizard Baby Dragon
Giant
Bomber Zap Minions Mini P.E.K.K.A Wizard Baby Dragon
Wizard
Mini P.E.K.K.A Giant
Skeleton Army
Baby Dragon
Bomber Zap Minions Mini P.E.K.K.A Giant

Defense Synergies 1 10

Bomber
Zap Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Bomber Minions Skeleton Army Baby Dragon
Minions
Zap Baby Dragon
Mini P.E.K.K.A
Zap Bomber Wizard Skeleton Army Baby Dragon
Giant
Wizard
Mini P.E.K.K.A Skeleton Army
Skeleton Army
Zap Mini P.E.K.K.A Wizard
Baby Dragon
Zap Minions 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 Zap Minions Wizard Baby Dragon
Mini P.E.K.K.A Skeleton Army Bomber Zap Minions
Mini P.E.K.K.A Skeleton Army Bomber Minions
Mini P.E.K.K.A Skeleton Army Bomber Minions
Bomber Mini P.E.K.K.A Skeleton Army
Skeleton Army Bomber Zap Minions Baby Dragon
Minions Zap Wizard Baby Dragon
Zap Baby Dragon
Mini P.E.K.K.A Minions Skeleton Army
Skeleton Army Bomber Mini P.E.K.K.A
Minions Skeleton Army Bomber Zap Wizard Baby Dragon
Minions Zap Wizard Baby Dragon
Mini P.E.K.K.A Skeleton Army Bomber Zap Minions Wizard
Bomber Wizard Skeleton Army Zap Minions Mini P.E.K.K.A Baby Dragon
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Mini P.E.K.K.A
Wizard Bomber Minions Mini P.E.K.K.A Skeleton Army
Bomber Zap Minions Wizard Skeleton Army Baby Dragon
Zap Wizard Baby Dragon Bomber Minions
Mini P.E.K.K.A
Bomber Wizard Skeleton Army Minions Mini P.E.K.K.A Baby Dragon

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeleton Army Zap
Bomber Zap Mini P.E.K.K.A Wizard Baby Dragon
Skeleton Army Zap Minions Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Zap
Mini P.E.K.K.A Skeleton Army
Wizard Zap Minions Baby Dragon
Mini P.E.K.K.A Skeleton Army Minions
Mini P.E.K.K.A Skeleton Army
Zap Minions Mini P.E.K.K.A Skeleton Army Baby Dragon
Skeleton Army
Minions Mini P.E.K.K.A
Skeleton Army Zap
Mini P.E.K.K.A Skeleton Army Wizard
Wizard Bomber Skeleton Army Baby Dragon
Skeleton Army Bomber Zap Minions Mini P.E.K.K.A Baby Dragon
Minions Bomber Zap Mini P.E.K.K.A Wizard Baby Dragon

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.)

Baby Dragon
Zap Baby Dragon
Baby Dragon
Bomber Wizard Zap Baby Dragon
Wizard Zap Minions Baby Dragon
Bomber Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard
Minions Mini P.E.K.K.A
Zap Wizard
Zap Wizard Baby Dragon
Baby Dragon
Minions Baby Dragon
Zap Baby Dragon
Bomber Zap Wizard Baby Dragon
Wizard Baby Dragon
Bomber Minions Mini P.E.K.K.A
Bomber Zap Mini P.E.K.K.A Wizard Baby Dragon
Bomber Zap Wizard Baby Dragon
Minions Baby Dragon
Wizard
Zap Baby Dragon
Zap Bomber Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Wizard Baby Dragon
Zap Baby Dragon
Zap Wizard Baby Dragon
Zap Minions Wizard
Mini P.E.K.K.A
Bomber Zap Wizard
Zap
Wizard
Zap Minions Skeleton Army
Zap Wizard Baby Dragon
Mini P.E.K.K.A Wizard Baby Dragon
Bomber Zap Wizard Baby Dragon
Zap
Zap Minions Baby Dragon
Zap
Zap Baby Dragon

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