My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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.

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.

Skeletons Knight 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.

Battle Ram

Damage spells

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

Arrows Fireball

Punishments

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

Battle Ram

Pump responses

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

Fireball

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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.

Arrows Knight Battle Ram Guards 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.

Fireball

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.

Fireball 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.

Skeletons Arrows Knight Guards Fireball Battle Ram Wizard P.E.K.K.A

Shortest cycle

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

10 Skeletons Arrows Knight Guards

Attack Synergies 3 7

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.

Skeletons
Arrows
Fireball P.E.K.K.A Knight Battle Ram
Knight
Battle Ram Arrows Fireball Wizard
Fireball
Arrows Knight Battle Ram
Battle Ram
Knight Arrows Fireball P.E.K.K.A
Wizard
Knight P.E.K.K.A
Guards
P.E.K.K.A
Arrows Battle Ram Wizard

Defense Synergies 0 10

Skeletons
Knight Wizard P.E.K.K.A
Arrows
Knight Fireball P.E.K.K.A
Knight
Skeletons Arrows Fireball Wizard
Fireball
Arrows Knight
Battle Ram
Wizard
Skeletons Knight Guards P.E.K.K.A
Guards
Wizard
P.E.K.K.A
Skeletons Arrows 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.

Knight Fireball Wizard
P.E.K.K.A Skeletons Knight
P.E.K.K.A Skeletons Knight
P.E.K.K.A Skeletons Knight Guards
Arrows Fireball P.E.K.K.A
Arrows Fireball Skeletons Guards
Arrows Fireball Wizard
Arrows Fireball P.E.K.K.A
P.E.K.K.A Skeletons
Knight Guards Skeletons
Guards Skeletons Arrows Knight Fireball Wizard
Arrows Fireball Wizard
P.E.K.K.A Skeletons Knight Fireball Wizard Guards
Fireball Wizard Arrows Guards P.E.K.K.A
P.E.K.K.A Knight
Fireball P.E.K.K.A
Wizard Skeletons Arrows Knight Fireball P.E.K.K.A
Arrows Fireball Knight Wizard Guards
Arrows Wizard Knight Fireball Guards
P.E.K.K.A
Wizard Arrows Knight Fireball Guards P.E.K.K.A

Counters to secondary win conditions

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

Knight Guards Skeletons Fireball P.E.K.K.A
Fireball Arrows Knight Wizard
Guards P.E.K.K.A Skeletons Knight
Guards P.E.K.K.A Knight Fireball
P.E.K.K.A Skeletons Knight Guards
Arrows Fireball Wizard Skeletons
Guards P.E.K.K.A Skeletons Knight Fireball
P.E.K.K.A Knight
P.E.K.K.A Skeletons Knight Fireball
P.E.K.K.A Skeletons Guards
P.E.K.K.A Knight Guards
P.E.K.K.A Arrows Fireball Guards
P.E.K.K.A Skeletons Knight Fireball Wizard Guards
Wizard Fireball
Guards Skeletons Knight Fireball P.E.K.K.A
Arrows Fireball Wizard P.E.K.K.A
Arrows Fireball

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.)

Fireball Arrows Knight Guards
Arrows Fireball
Arrows Fireball
Arrows Knight Fireball Guards
Fireball Wizard Arrows
Arrows Fireball Wizard
Arrows Wizard
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Guards
Arrows Knight Fireball Wizard
Fireball Arrows Wizard
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball
Arrows Fireball Wizard
Arrows Fireball
Arrows Fireball Wizard
Arrows Fireball Wizard
Fireball Arrows Wizard
Fireball Arrows
Arrows Fireball Wizard
Fireball Wizard Guards
Fireball
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Arrows Fireball Wizard
Fireball Guards
Fireball Arrows Wizard
Arrows Fireball
Fireball Knight Wizard
Arrows Fireball Wizard
Arrows Fireball
P.E.K.K.A
Fireball Guards
Fireball
Fireball
P.E.K.K.A
Fireball Wizard

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