My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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.

Zappies Baby Dragon Witch Ram Rider

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.

Zappies Baby Dragon Witch P.E.K.K.A Ram Rider

Offensive cards

Win conditions

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

Goblin Barrel Ram Rider

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.

Goblin Barrel Ram Rider

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Baby Dragon P.E.K.K.A Ram Rider

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.

Goblin Barrel Ram Rider

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
Goblin Barrel Skeleton Army Ram Rider
Giant Snowball
Zappies Goblin Barrel Skeleton Army Baby Dragon Witch Ram Rider
Zap
Zappies Goblin Barrel Skeleton Army Witch Ram Rider
Barbarian Barrel
Zappies Goblin Barrel Skeleton Army Witch
The Log
Zappies Goblin Barrel Skeleton Army Witch Ram Rider
Earthquake
Zappies Goblin Barrel Skeleton Army Witch
Arrows
Zappies Goblin Barrel Skeleton Army Witch
Royal Delivery
Zappies Goblin Barrel Skeleton Army Baby Dragon Witch P.E.K.K.A Ram Rider
Fireball
Zappies Goblin Barrel Skeleton Army Baby Dragon Witch Ram Rider
Poison
Zappies Skeleton Army Witch
Lightning
Baby Dragon Witch Ram Rider
Rocket
Witch Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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.

Skeleton Army Baby Dragon 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.

Goblin Barrel 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.

Goblin Barrel Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Barrel Skeleton Army Zappies Baby Dragon Witch Ram Rider P.E.K.K.A

Shortest cycle

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

12 Zap Goblin Barrel Skeleton Army Zappies

Attack Synergies 2 17

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
P.E.K.K.A Ram Rider Zappies Baby Dragon Witch
Zappies
Zap Goblin Barrel Baby Dragon P.E.K.K.A Ram Rider
Goblin Barrel
Zappies Skeleton Army Baby Dragon P.E.K.K.A Ram Rider
Skeleton Army
Goblin Barrel
Baby Dragon
Zap Zappies Goblin Barrel Witch P.E.K.K.A Ram Rider
Witch
Zap Baby Dragon P.E.K.K.A Ram Rider
P.E.K.K.A
Zap Zappies Goblin Barrel Baby Dragon Witch Ram Rider
Ram Rider
Zap Zappies Goblin Barrel Baby Dragon Witch P.E.K.K.A

Defense Synergies 0 10

Zap
Zappies Skeleton Army Baby Dragon Witch P.E.K.K.A Ram Rider
Zappies
Zap Skeleton Army P.E.K.K.A
Goblin Barrel
Skeleton Army
Zap Zappies
Baby Dragon
Zap Witch P.E.K.K.A
Witch
Zap Baby Dragon
P.E.K.K.A
Zap Zappies Baby Dragon
Ram Rider
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 Zappies Baby Dragon Ram Rider
Skeleton Army P.E.K.K.A Zap Zappies Witch Ram Rider
Skeleton Army Witch P.E.K.K.A Ram Rider Zappies
Skeleton Army Witch P.E.K.K.A Zappies Ram Rider
Skeleton Army P.E.K.K.A
Skeleton Army Zap Zappies Baby Dragon
Ram Rider Zap Zappies Baby Dragon Witch
Zap Baby Dragon P.E.K.K.A Ram Rider
Zappies Witch P.E.K.K.A Skeleton Army
Skeleton Army Zappies
Skeleton Army Witch Zap Zappies Baby Dragon Ram Rider
Zap Zappies Baby Dragon Witch Ram Rider
Skeleton Army P.E.K.K.A Zap Zappies Witch Ram Rider
Skeleton Army Zap Zappies Baby Dragon Witch P.E.K.K.A
Skeleton Army P.E.K.K.A Zappies Ram Rider
Skeleton Army Zap Zappies P.E.K.K.A Ram Rider
Zappies Skeleton Army Witch P.E.K.K.A
Zap Zappies Skeleton Army Baby Dragon Witch Ram Rider
Zap Baby Dragon Witch Zappies Ram Rider
P.E.K.K.A Zappies Ram Rider
Skeleton Army Zappies Baby Dragon Witch P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Zap Zappies Witch P.E.K.K.A
Zap Baby Dragon
Zappies Skeleton Army P.E.K.K.A Zap Witch Ram Rider
Skeleton Army P.E.K.K.A Zap Zappies Ram Rider
P.E.K.K.A Zappies Skeleton Army Witch Ram Rider
Zap Zappies Baby Dragon Witch Ram Rider
Skeleton Army P.E.K.K.A Zappies Witch Ram Rider
P.E.K.K.A Zappies Skeleton Army
Zap P.E.K.K.A Zappies Skeleton Army Baby Dragon Witch
Witch P.E.K.K.A Zappies Skeleton Army
P.E.K.K.A Zappies Witch
Skeleton Army P.E.K.K.A Zap
Skeleton Army P.E.K.K.A Zappies Witch Ram Rider
Zappies Skeleton Army Baby Dragon Witch
Zappies Skeleton Army Witch Zap Baby Dragon P.E.K.K.A
Zap Zappies Baby Dragon Witch P.E.K.K.A
Zap

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 Ram Rider
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Witch Ram Rider
Baby Dragon Witch
Zap Baby Dragon Ram Rider
Zap Ram Rider
Zap Ram Rider
Zap Baby Dragon
Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Witch
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Witch
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon Witch
Witch
Zap Baby Dragon Witch Ram Rider
Zap Baby Dragon Witch Ram Rider
Zap Baby Dragon
Zap Baby Dragon Witch
Zap Zappies Witch
Zap
Zap Zappies
P.E.K.K.A
Zap Zappies Skeleton Army Witch
Zap Zappies Baby Dragon Witch Ram Rider
Baby Dragon
Zap Baby Dragon
Zap
P.E.K.K.A
Zap Zappies Baby Dragon Witch
Zap Zappies Witch
Zap Baby Dragon Witch
P.E.K.K.A

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