My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Missing cards in your collection

Ice Spirit Bats Zap Giant Snowball Cannon Goblin Gang Skeleton Barrel Mortar Tesla Barbarians Minion Horde Rascals Royal Giant Elite Barbarians Royal Recruits Ice Golem Mega Minion Dart Goblin Earthquake Goblin Cage Battle Ram Bomb Tower Flying Machine Furnace Zappies Inferno Tower Wizard Royal Hogs Rocket Barbarian Hut Elixir Collector Three Musketeers Mirror Barbarian Barrel Rage Guards Clone Tornado Dark Prince Freeze Poison Balloon Electro Dragon Bowler Executioner Cannon Cart Lightning Goblin Giant X-Bow P.E.K.K.A Golem The Log Miner Princess Ice Wizard Royal Ghost Bandit Fisherman Electro Wizard Inferno Dragon Magic Archer Lumberjack Night Witch Ram Rider Graveyard Sparky Mega Knight Lava Hound

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!
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 The average elixir cost of your deck is quite high.

If you only have expensive units, it will be harder to react to opponent's plays. It is good to have some cheap units.

You can replace some of your high-cost cards. Such as these:

By some of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

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.

Wizard Elixir Collector Balloon Bowler P.E.K.K.A Lava Hound

Offensive cards

Win conditions

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

Balloon Lava Hound

Damage spells

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

Arrows Rocket

Punishments

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

Balloon

Pump responses

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

Rocket Elixir Collector

Dropped at the bridge

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

Balloon P.E.K.K.A Lava Hound

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.

Balloon

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
Balloon Lava Hound
Giant Snowball
Balloon Lava Hound
Zap
Balloon Lava Hound
Barbarian Barrel
Wizard
The Log
Earthquake
Elixir Collector
Arrows
Lava Hound
Royal Delivery
Wizard Balloon Bowler P.E.K.K.A Lava Hound
Fireball
Wizard Elixir Collector Balloon Bowler Lava Hound
Poison
Wizard Elixir Collector Balloon Lava Hound
Lightning
Wizard Elixir Collector Balloon Bowler
Rocket
Wizard Elixir Collector Balloon Bowler

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Rocket Bowler

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.

Arrows Rocket Elixir Collector Bowler 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 Lava Hound

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Wizard Balloon Bowler Rocket Elixir Collector P.E.K.K.A Lava Hound

Shortest cycle

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

18 Arrows Wizard Balloon Bowler

Attack Synergies 4 4

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.

Arrows
Balloon P.E.K.K.A Lava Hound Bowler
Wizard
Balloon P.E.K.K.A
Rocket
Lava Hound
Elixir Collector
Balloon
Arrows Lava Hound Wizard
Bowler
Arrows
P.E.K.K.A
Arrows Wizard
Lava Hound
Arrows Balloon Rocket

Defense Synergies 0 3

Arrows
Bowler P.E.K.K.A
Wizard
P.E.K.K.A
Rocket
Elixir Collector
Balloon
Bowler
Arrows
P.E.K.K.A
Arrows Wizard
Lava Hound

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.

Rocket Bowler Wizard
P.E.K.K.A
Rocket Bowler P.E.K.K.A
P.E.K.K.A Bowler
Arrows Rocket Bowler P.E.K.K.A
Arrows Bowler
Rocket Arrows Wizard
Rocket Bowler Arrows P.E.K.K.A
P.E.K.K.A
Bowler
Arrows Wizard Bowler
Arrows Wizard
Bowler P.E.K.K.A Wizard Rocket
Wizard Rocket Bowler Arrows P.E.K.K.A
P.E.K.K.A
Rocket Bowler P.E.K.K.A
Wizard Arrows Bowler P.E.K.K.A
Arrows Wizard Bowler
Arrows Wizard Bowler
P.E.K.K.A
Wizard Bowler Arrows P.E.K.K.A

Counters to secondary win conditions

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

Bowler P.E.K.K.A
Arrows Wizard Rocket Bowler
P.E.K.K.A Rocket Bowler
Rocket Bowler P.E.K.K.A
P.E.K.K.A Bowler
Arrows Wizard Rocket
Rocket P.E.K.K.A Bowler
P.E.K.K.A
Rocket P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Bowler
Rocket P.E.K.K.A Arrows Bowler
Rocket Bowler P.E.K.K.A Wizard
Wizard Bowler
Rocket Bowler P.E.K.K.A
Arrows Bowler 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.)

Arrows Rocket
Arrows Bowler
Rocket Arrows
Arrows Rocket
Wizard Rocket Arrows Bowler
Arrows Wizard Rocket
Arrows Wizard Bowler
Arrows Wizard Bowler
Arrows Wizard
Rocket Bowler
Rocket Arrows Wizard Bowler
Arrows Wizard Rocket
Rocket Bowler
Arrows Rocket
Arrows
Rocket Arrows Wizard Bowler
Arrows Wizard Rocket Bowler
Arrows Rocket
Rocket
Rocket Arrows Wizard Bowler
Rocket Arrows Wizard Bowler
Rocket Bowler
Rocket Arrows Wizard
Rocket Bowler
Rocket Arrows
Arrows Wizard Bowler
Arrows Wizard Bowler
Arrows Wizard Bowler
Rocket Arrows
Arrows Wizard
Rocket Wizard
Bowler
Arrows Wizard Rocket
Rocket Arrows
P.E.K.K.A
Rocket Arrows Wizard Bowler
Rocket
Rocket Arrows Wizard
Arrows
Wizard Rocket Bowler
Arrows Wizard Bowler
Rocket Arrows
P.E.K.K.A
Rocket Bowler
Rocket
Rocket Bowler

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