My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!
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.

Skeleton Barrel Wizard P.E.K.K.A Monk

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Rage Void

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

Pump responses

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

Void

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 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 Monk

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 Skeleton Army
Giant Snowball
Skeleton Barrel Skeleton Army
Zap
Skeleton Barrel Skeleton Army
Barbarian Barrel
Skeleton Barrel Wizard Skeleton Army
The Log
Skeleton Barrel Mini P.E.K.K.A Skeleton Army
Earthquake
Skeleton Army
Arrows
Skeleton Barrel Skeleton Army
Royal Delivery
Skeleton Barrel Mini P.E.K.K.A Wizard Skeleton Army P.E.K.K.A
Fireball
Skeleton Barrel Wizard Skeleton Army
Poison
Skeleton Barrel Wizard Skeleton Army
Lightning
Mini P.E.K.K.A Wizard Monk
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard

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 Barrel Mini P.E.K.K.A Rage Skeleton Army 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.

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Skeleton Barrel Skeleton Army Void Mini P.E.K.K.A Wizard Monk P.E.K.K.A

Shortest cycle

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

11 Rage Skeleton Barrel Skeleton Army Void

Attack Synergies 0 5

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.

Skeleton Barrel
Mini P.E.K.K.A
Mini P.E.K.K.A
Skeleton Barrel Wizard Rage
Wizard
Mini P.E.K.K.A Rage P.E.K.K.A
Rage
Mini P.E.K.K.A Wizard
Skeleton Army
Void
P.E.K.K.A
Wizard
Monk

Defense Synergies 0 4

Skeleton Barrel
Mini P.E.K.K.A
Wizard Skeleton Army
Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Rage
Skeleton Army
Mini P.E.K.K.A Wizard
Void
P.E.K.K.A
Wizard
Monk

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.

Skeleton Barrel Wizard Void
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Monk
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Void
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Monk
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Monk
Skeleton Army
Wizard Void
Skeleton Barrel Void P.E.K.K.A Monk
Mini P.E.K.K.A P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A
Skeleton Army Wizard
Wizard
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Skeleton Army Monk Mini P.E.K.K.A P.E.K.K.A
Wizard Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Wizard Skeleton Army
Wizard
Mini P.E.K.K.A P.E.K.K.A
Wizard Skeleton Army Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Mini 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 Skeleton Army Void P.E.K.K.A
Void Skeleton Barrel Mini P.E.K.K.A Wizard Monk
Skeleton Army P.E.K.K.A Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Monk
P.E.K.K.A Mini P.E.K.K.A Skeleton Army
Wizard Skeleton Barrel Monk
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Void
Mini P.E.K.K.A P.E.K.K.A Skeleton Army
Void P.E.K.K.A Mini P.E.K.K.A Skeleton Army Monk
P.E.K.K.A Skeleton Army
P.E.K.K.A Mini P.E.K.K.A
Skeleton Army P.E.K.K.A Monk Void
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Wizard
Wizard Skeleton Army
Skeleton Army Mini P.E.K.K.A P.E.K.K.A Monk
Mini P.E.K.K.A Wizard P.E.K.K.A
Void

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 Void Monk
Void Monk Skeleton Barrel
Skeleton Barrel Void
Skeleton Barrel Void
Wizard
Wizard Skeleton Barrel Monk
Wizard
Skeleton Barrel Wizard
Void Monk Skeleton Barrel Wizard
Mini P.E.K.K.A Void
Void Monk Skeleton Barrel Wizard
Void Monk Wizard
Skeleton Barrel Void
Skeleton Barrel Void Monk
Skeleton Barrel
Skeleton Barrel Wizard
Skeleton Barrel Wizard
Monk
Mini P.E.K.K.A
Void Skeleton Barrel Mini P.E.K.K.A Wizard Monk
Skeleton Barrel Wizard Void Monk
Void Monk
Wizard Void
Void Monk
Skeleton Barrel Void Monk
Wizard
Void Skeleton Barrel Wizard Monk
Void Skeleton Barrel Wizard Monk
Void Skeleton Barrel
Wizard Void
Skeleton Barrel Wizard Void
Mini P.E.K.K.A Void
Void Wizard
Void Monk
P.E.K.K.A
Wizard Monk
Skeleton Barrel Skeleton Army Void
Wizard Monk
Void Mini P.E.K.K.A Wizard
Skeleton Barrel Wizard
Void Monk
P.E.K.K.A
Void
Void Skeleton Barrel Monk
P.E.K.K.A
Wizard Void Monk
Void

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