My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Firecracker Ice Golem 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.

Bats Knight Firecracker Ice Golem 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.

Ram Rider

Damage spells

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

Zap Arrows

Punishments

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

Ram Rider

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.

Knight Ice Golem 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.

Firecracker 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
Bats Ram Rider
Giant Snowball
Bats Ram Rider
Zap
Bats Firecracker Ram Rider
Barbarian Barrel
Knight Firecracker
The Log
Firecracker Ram Rider
Earthquake
Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Knight Firecracker P.E.K.K.A Ram Rider
Fireball
Firecracker Ram Rider
Poison
Bats Firecracker
Lightning
Knight Ice Golem Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Ice Golem

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.

Bats Arrows Knight Ice Golem 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.

Ice Golem

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Ice Golem Arrows Knight Firecracker Ram Rider P.E.K.K.A

Shortest cycle

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

9 Bats Zap Ice Golem Arrows

Attack Synergies 8 14

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.

Bats
Knight Ice Golem Zap Firecracker P.E.K.K.A Ram Rider
Zap
Arrows Firecracker P.E.K.K.A Ram Rider Bats Knight Ice Golem
Arrows
Zap P.E.K.K.A Knight Ram Rider
Knight
Bats Firecracker Zap Arrows Ram Rider
Firecracker
Zap Knight Bats Ice Golem P.E.K.K.A Ram Rider
Ice Golem
Bats Zap Firecracker Ram Rider
P.E.K.K.A
Zap Arrows Bats Firecracker Ram Rider
Ram Rider
Zap Bats Arrows Knight Firecracker Ice Golem P.E.K.K.A

Defense Synergies 3 14

Bats
Knight Zap Firecracker Ice Golem P.E.K.K.A
Zap
Bats Arrows Knight Firecracker Ice Golem P.E.K.K.A Ram Rider
Arrows
Zap Knight Ice Golem P.E.K.K.A
Knight
Bats Firecracker Zap Arrows
Firecracker
Knight Ice Golem Bats Zap P.E.K.K.A
Ice Golem
Firecracker Bats Zap Arrows
P.E.K.K.A
Bats Zap Arrows Firecracker
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 Knight Firecracker Ice Golem Ram Rider
P.E.K.K.A Bats Zap Knight Firecracker Ram Rider
P.E.K.K.A Ram Rider Bats Knight
P.E.K.K.A Bats Knight Firecracker Ram Rider
Arrows Firecracker P.E.K.K.A
Arrows Bats Zap Firecracker
Bats Ram Rider Zap Arrows Firecracker
Zap Arrows Ice Golem P.E.K.K.A Ram Rider
P.E.K.K.A
Knight Firecracker Ice Golem
Bats Zap Arrows Knight Firecracker Ice Golem Ram Rider
Arrows Bats Zap Firecracker Ram Rider
P.E.K.K.A Bats Zap Knight Ram Rider
Bats Zap Arrows Firecracker P.E.K.K.A
P.E.K.K.A Knight Ram Rider
Zap P.E.K.K.A Ram Rider
Bats Arrows Knight Firecracker P.E.K.K.A
Arrows Bats Zap Knight Firecracker Ram Rider
Zap Arrows Bats Knight Firecracker Ice Golem Ram Rider
P.E.K.K.A Ram Rider
Bats Arrows Knight Firecracker 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.

Knight Zap Ice Golem P.E.K.K.A
Zap Arrows Knight Firecracker Ice Golem
P.E.K.K.A Bats Zap Knight Ice Golem Ram Rider
P.E.K.K.A Bats Zap Knight Ice Golem Ram Rider
P.E.K.K.A Knight Ram Rider
Arrows Firecracker Bats Zap Ice Golem Ram Rider
P.E.K.K.A Bats Knight Ice Golem Ram Rider
P.E.K.K.A Knight
Zap P.E.K.K.A Bats Knight Firecracker Ice Golem
P.E.K.K.A
P.E.K.K.A Bats Knight
P.E.K.K.A Zap Arrows
P.E.K.K.A Knight Ice Golem Ram Rider
Firecracker
Bats Zap Knight Firecracker Ice Golem P.E.K.K.A
Bats Arrows Zap Firecracker Ice Golem P.E.K.K.A
Zap Arrows

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 Knight Firecracker Ice Golem
Arrows Firecracker Zap Ram Rider
Arrows
Arrows Knight Firecracker Ice Golem
Zap Arrows Firecracker
Arrows Firecracker Bats Zap Ice Golem Ram Rider
Arrows Firecracker
Arrows Zap Firecracker Ice Golem Ram Rider
Arrows Zap Firecracker Ram Rider
Bats
Firecracker Zap Arrows Knight Ram Rider
Zap Arrows Firecracker
Knight Firecracker Ice Golem
Arrows Firecracker
Zap Arrows Firecracker Ice Golem
Zap Arrows Firecracker
Arrows Firecracker
Arrows
Bats
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows
Zap Arrows
Zap Arrows Firecracker Ice Golem
Arrows Firecracker Zap Ram Rider
Zap Arrows Ram Rider
Zap Arrows Firecracker
Bats Zap Arrows Firecracker Ice Golem
Zap Bats Firecracker
Zap Arrows
Zap Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Zap Bats
Zap Arrows Firecracker Ram Rider
Arrows
Knight Firecracker
Arrows Zap Firecracker Ice Golem
Zap Arrows
Firecracker P.E.K.K.A
Zap Bats Firecracker
Firecracker Bats Zap
Zap Firecracker
P.E.K.K.A
Firecracker

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