My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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.

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.

Skeleton Barrel Battle Ram Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Skeleton Barrel Battle Ram Wall Breakers

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.

Skeleton Barrel Mini P.E.K.K.A Battle Ram Wall Breakers

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.

Skeleton Barrel Mini P.E.K.K.A Battle Ram Wall Breakers 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.

Skeleton Barrel 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
Skeleton Barrel Battle Ram Wall Breakers Guards
Giant Snowball
Skeleton Barrel Battle Ram Wall Breakers Guards
Zap
Skeleton Barrel Battle Ram Wall Breakers Guards
Barbarian Barrel
Skeleton Barrel Battle Ram Wizard Wall Breakers Guards
The Log
Skeleton Barrel Mini P.E.K.K.A Battle Ram Wall Breakers Guards
Earthquake
Guards
Arrows
Skeleton Barrel Wall Breakers Guards
Royal Delivery
Skeleton Barrel Mini P.E.K.K.A Battle Ram Wizard Wall Breakers Guards P.E.K.K.A
Fireball
Skeleton Barrel Battle Ram Wizard Wall Breakers
Poison
Skeleton Barrel Wizard Guards
Lightning
Mini P.E.K.K.A Battle Ram Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard

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.

Skeleton Barrel Mini P.E.K.K.A Battle Ram Guards P.E.K.K.A

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Wall Breakers Skeleton Barrel Guards Mini P.E.K.K.A Battle Ram Wizard P.E.K.K.A

Shortest cycle

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

10 Zap Wall Breakers Skeleton Barrel Guards

Attack Synergies 2 12

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
Battle Ram P.E.K.K.A Skeleton Barrel Mini P.E.K.K.A Wall Breakers Guards
Skeleton Barrel
Zap Mini P.E.K.K.A Battle Ram Wall Breakers Guards
Mini P.E.K.K.A
Zap Skeleton Barrel Wizard
Battle Ram
Zap Skeleton Barrel Wall Breakers P.E.K.K.A
Wizard
Mini P.E.K.K.A P.E.K.K.A
Wall Breakers
Zap Skeleton Barrel Battle Ram
Guards
Zap Skeleton Barrel
P.E.K.K.A
Zap Battle Ram Wizard

Defense Synergies 1 7

Zap
Mini P.E.K.K.A Skeleton Barrel Guards P.E.K.K.A
Skeleton Barrel
Zap
Mini P.E.K.K.A
Zap Wizard Guards
Battle Ram
Wizard
Mini P.E.K.K.A Guards P.E.K.K.A
Wall Breakers
Guards
Zap Mini P.E.K.K.A Wizard
P.E.K.K.A
Zap 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.

Zap Skeleton Barrel Wizard
Mini P.E.K.K.A P.E.K.K.A Zap
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Guards
Mini P.E.K.K.A P.E.K.K.A
Zap Guards
Zap Wizard
Zap Skeleton Barrel P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Guards Mini P.E.K.K.A
Guards Zap Wizard
Zap Wizard
Mini P.E.K.K.A P.E.K.K.A Zap Wizard Guards
Wizard Zap Mini P.E.K.K.A Guards P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Zap Mini P.E.K.K.A P.E.K.K.A
Wizard Mini P.E.K.K.A P.E.K.K.A
Zap Wizard Guards
Zap Wizard Guards
Mini P.E.K.K.A P.E.K.K.A
Wizard Mini P.E.K.K.A Guards 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 Guards Zap P.E.K.K.A
Zap Skeleton Barrel Mini P.E.K.K.A Wizard
Guards P.E.K.K.A Zap Mini P.E.K.K.A
Mini P.E.K.K.A Guards P.E.K.K.A Zap
P.E.K.K.A Mini P.E.K.K.A Guards
Wizard Zap Skeleton Barrel
Mini P.E.K.K.A Guards P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Mini P.E.K.K.A
P.E.K.K.A Guards
P.E.K.K.A Mini P.E.K.K.A Guards
P.E.K.K.A Zap Guards
Mini P.E.K.K.A P.E.K.K.A Wizard Guards
Wizard
Guards Zap Mini P.E.K.K.A P.E.K.K.A
Zap 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.)

Skeleton Barrel Guards
Zap Skeleton Barrel
Skeleton Barrel
Skeleton Barrel Guards
Wizard Zap
Wizard Zap Skeleton Barrel
Wizard
Zap Skeleton Barrel Wizard
Zap Skeleton Barrel Wizard
Mini P.E.K.K.A Guards
Zap Skeleton Barrel Wizard
Zap Wizard
Skeleton Barrel
Skeleton Barrel
Zap Skeleton Barrel
Zap Skeleton Barrel Wizard
Skeleton Barrel Wizard
Mini P.E.K.K.A
Zap Skeleton Barrel Mini P.E.K.K.A Wizard
Zap Skeleton Barrel Wizard
Wizard
Zap Skeleton Barrel
Zap Wizard
Zap Skeleton Barrel Wizard
Zap Skeleton Barrel Wizard
Zap Skeleton Barrel
Zap Wizard
Zap Skeleton Barrel Wizard Guards
Mini P.E.K.K.A
Zap Wizard
Zap
P.E.K.K.A
Wizard
Zap Skeleton Barrel Guards
Zap Wizard
Mini P.E.K.K.A Wizard
Zap Skeleton Barrel Wizard
Zap
P.E.K.K.A
Zap Guards
Zap
Zap Skeleton Barrel

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