My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Minions 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.

Archers Giant Baby Dragon Sparky

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.

Elite Barbarians 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.

Elite Barbarians 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.

Elite Barbarians 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
Archers Minions Elite Barbarians Giant Sparky
Giant Snowball
Archers Minions Baby Dragon
Zap
Archers Minions Sparky
Barbarian Barrel
Archers Elite Barbarians Sparky
The Log
Archers Elite Barbarians Mini P.E.K.K.A Sparky
Earthquake
Archers
Arrows
Archers Minions
Royal Delivery
Archers Minions Elite Barbarians Mini P.E.K.K.A Baby Dragon Sparky
Fireball
Archers Minions Elite Barbarians Baby Dragon Sparky
Poison
Archers Minions Sparky
Lightning
Elite Barbarians Mini P.E.K.K.A Baby Dragon Sparky
Rocket
Elite Barbarians Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Baby Dragon Sparky

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.

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

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.

Elite Barbarians

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

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.

Zap Archers Minions Mini P.E.K.K.A Baby Dragon Giant Elite Barbarians Sparky

Shortest cycle

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

12 Zap Archers Minions Mini P.E.K.K.A

Attack Synergies 7 16

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.

Zap
Elite Barbarians Giant Sparky Archers Minions Mini P.E.K.K.A Baby Dragon
Archers
Zap Elite Barbarians Mini P.E.K.K.A Giant Baby Dragon
Minions
Giant Zap Elite Barbarians Mini P.E.K.K.A Baby Dragon Sparky
Elite Barbarians
Zap Archers Minions Sparky
Mini P.E.K.K.A
Giant Sparky Zap Archers Minions Baby Dragon
Giant
Zap Minions Mini P.E.K.K.A Sparky Archers Baby Dragon
Baby Dragon
Zap Archers Minions Mini P.E.K.K.A Giant Sparky
Sparky
Zap Mini P.E.K.K.A Giant Minions Elite Barbarians Baby Dragon

Defense Synergies 1 11

Zap
Mini P.E.K.K.A Archers Minions Elite Barbarians Baby Dragon Sparky
Archers
Zap Minions Mini P.E.K.K.A Baby Dragon
Minions
Zap Archers Baby Dragon
Elite Barbarians
Zap Mini P.E.K.K.A
Mini P.E.K.K.A
Zap Archers Elite Barbarians Baby Dragon
Giant
Baby Dragon
Zap Archers Minions Mini P.E.K.K.A
Sparky
Zap

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.

Zap Minions Baby Dragon Sparky
Elite Barbarians Mini P.E.K.K.A Sparky Zap Minions
Mini P.E.K.K.A Sparky Archers Minions Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Sparky Minions
Elite Barbarians Mini P.E.K.K.A Sparky
Zap Archers Minions Baby Dragon
Minions Zap Archers Baby Dragon
Zap Baby Dragon Sparky
Mini P.E.K.K.A Sparky Minions Elite Barbarians
Elite Barbarians Archers Mini P.E.K.K.A Sparky
Archers Minions Zap Baby Dragon
Minions Zap Archers Baby Dragon
Mini P.E.K.K.A Sparky Zap Minions Elite Barbarians
Sparky Zap Minions Mini P.E.K.K.A Baby Dragon
Elite Barbarians Mini P.E.K.K.A Sparky
Zap Elite Barbarians Mini P.E.K.K.A Sparky
Sparky Minions Elite Barbarians Mini P.E.K.K.A
Zap Archers Minions Elite Barbarians Baby Dragon
Zap Baby Dragon Archers Minions
Mini P.E.K.K.A Sparky Elite Barbarians
Archers Minions Elite Barbarians Mini P.E.K.K.A Baby Dragon Sparky

Counters to secondary win conditions

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

Mini P.E.K.K.A Zap Archers Elite Barbarians Sparky
Zap Archers Elite Barbarians Mini P.E.K.K.A Baby Dragon
Zap Minions Elite Barbarians Mini P.E.K.K.A Sparky
Mini P.E.K.K.A Zap Elite Barbarians Sparky
Elite Barbarians Mini P.E.K.K.A Sparky
Zap Archers Minions Baby Dragon
Mini P.E.K.K.A Sparky Archers Minions Elite Barbarians
Mini P.E.K.K.A Elite Barbarians Sparky
Zap Minions Elite Barbarians Mini P.E.K.K.A Baby Dragon Sparky
Sparky
Minions Elite Barbarians Mini P.E.K.K.A Sparky
Zap Elite Barbarians
Elite Barbarians Mini P.E.K.K.A Sparky
Archers Baby Dragon Sparky
Elite Barbarians Sparky Zap Archers Minions Mini P.E.K.K.A Baby Dragon
Minions Zap Archers Elite Barbarians Mini P.E.K.K.A Baby Dragon Sparky

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 Sparky
Zap Baby Dragon
Baby Dragon Sparky
Sparky
Zap Baby Dragon Sparky
Zap Minions Baby Dragon
Archers Baby Dragon Sparky
Zap Baby Dragon
Zap
Minions Elite Barbarians Mini P.E.K.K.A Sparky
Zap Sparky
Zap Archers Baby Dragon
Elite Barbarians Baby Dragon Sparky
Minions Baby Dragon
Zap Elite Barbarians Baby Dragon Sparky
Zap Baby Dragon Sparky
Baby Dragon Sparky
Sparky
Minions Mini P.E.K.K.A Sparky
Zap Archers Mini P.E.K.K.A Baby Dragon Sparky
Zap Baby Dragon
Minions Baby Dragon Sparky
Sparky
Zap Baby Dragon
Zap Baby Dragon Sparky
Zap Baby Dragon Sparky
Zap Baby Dragon Sparky
Zap Baby Dragon Sparky
Elite Barbarians Zap Archers Baby Dragon Sparky
Zap Minions
Elite Barbarians Mini P.E.K.K.A Sparky
Zap Sparky
Zap Sparky
Sparky
Sparky
Zap Archers Minions
Zap Archers Baby Dragon
Mini P.E.K.K.A Baby Dragon Sparky
Zap Baby Dragon
Zap Sparky
Elite Barbarians Sparky
Zap Minions Elite Barbarians Baby Dragon Sparky
Zap
Zap Baby Dragon Sparky

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