My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Magic Archer

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 Firecracker Battle Ram P.E.K.K.A Magic Archer

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.

Zap Arrows

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.

Missing

Dropped at the bridge

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

Battle Ram P.E.K.K.A Magic Archer

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 Magic Archer

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
Giant Snowball
Skeletons Battle Ram
Zap
Skeletons Firecracker Battle Ram
Barbarian Barrel
Skeletons Firecracker Battle Ram Magic Archer
The Log
Skeletons Firecracker Battle Ram
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker Battle Ram P.E.K.K.A Magic Archer
Fireball
Firecracker Battle Ram Magic Archer
Poison
Firecracker Magic Archer
Lightning
Battle Ram Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Magic Archer

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 Battle Ram P.E.K.K.A

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.

Mirror Skeletons Zap Arrows Firecracker Battle Ram Magic Archer P.E.K.K.A

Shortest cycle

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

6 Mirror Skeletons Zap Arrows

Attack Synergies 9 8

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
Zap
Arrows Firecracker Battle Ram Mirror P.E.K.K.A Magic Archer
Arrows
Zap Mirror P.E.K.K.A Battle Ram
Firecracker
Zap Battle Ram Mirror P.E.K.K.A
Battle Ram
Zap Magic Archer Arrows Firecracker Mirror P.E.K.K.A
Mirror
Zap Arrows Firecracker Battle Ram Magic Archer
P.E.K.K.A
Zap Arrows Magic Archer Firecracker Battle Ram
Magic Archer
Battle Ram P.E.K.K.A Zap Mirror

Defense Synergies 2 12

Skeletons
Zap Firecracker P.E.K.K.A Magic Archer
Zap
Mirror Skeletons Arrows Firecracker P.E.K.K.A Magic Archer
Arrows
Mirror Zap P.E.K.K.A
Firecracker
Skeletons Zap Mirror P.E.K.K.A
Battle Ram
Mirror
Zap Arrows Firecracker Magic Archer
P.E.K.K.A
Skeletons Zap Arrows Firecracker
Magic Archer
Skeletons Zap Mirror

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 Firecracker Magic Archer
P.E.K.K.A Skeletons Zap Firecracker
P.E.K.K.A Skeletons
P.E.K.K.A Skeletons Firecracker
Arrows Firecracker P.E.K.K.A
Arrows Skeletons Zap Firecracker Magic Archer
Zap Arrows Firecracker Magic Archer
Zap Arrows P.E.K.K.A Magic Archer
P.E.K.K.A Skeletons
Skeletons Firecracker
Skeletons Zap Arrows Firecracker Magic Archer
Arrows Zap Firecracker Magic Archer
P.E.K.K.A Skeletons Zap
Zap Arrows Firecracker P.E.K.K.A Magic Archer
P.E.K.K.A
Zap P.E.K.K.A
Skeletons Arrows Firecracker P.E.K.K.A
Arrows Zap Firecracker Magic Archer
Zap Arrows Firecracker Magic Archer
P.E.K.K.A
Arrows 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.

Skeletons Zap P.E.K.K.A
Zap Arrows Firecracker Magic Archer
P.E.K.K.A Skeletons Zap
P.E.K.K.A Zap
P.E.K.K.A Skeletons
Arrows Firecracker Skeletons Zap Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A
Zap P.E.K.K.A Skeletons Firecracker Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Zap Arrows
P.E.K.K.A Skeletons
Firecracker Magic Archer
Skeletons Zap Firecracker P.E.K.K.A Magic Archer
Arrows Zap Firecracker P.E.K.K.A Magic Archer
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.)

Magic Archer Arrows Firecracker
Arrows Firecracker Zap Magic Archer
Arrows Magic Archer
Arrows Firecracker
Zap Arrows Firecracker Magic Archer
Arrows Firecracker Zap Magic Archer
Arrows Firecracker Magic Archer
Arrows Zap Firecracker Magic Archer
Arrows Zap Firecracker
Firecracker Zap Arrows Magic Archer
Zap Arrows Firecracker Magic Archer
Firecracker Magic Archer
Arrows Firecracker Magic Archer
Zap Arrows Firecracker Magic Archer
Zap Arrows Firecracker Magic Archer
Magic Archer Arrows Firecracker
Arrows
Zap Arrows Firecracker Magic Archer
Zap Arrows Firecracker Magic Archer
Magic Archer
Arrows
Zap Arrows
Zap Arrows Firecracker Magic Archer
Arrows Firecracker Zap Magic Archer
Zap Arrows Magic Archer
Zap Arrows Firecracker Magic Archer
Zap Arrows Firecracker Magic Archer
Zap Firecracker
Zap Arrows Magic Archer
Zap Arrows Firecracker Magic Archer
P.E.K.K.A
Arrows Firecracker Magic Archer
Zap Magic Archer
Zap Arrows Firecracker Magic Archer
Arrows
Firecracker Magic Archer
Arrows Zap Firecracker Magic Archer
Zap Arrows
Firecracker P.E.K.K.A
Zap Firecracker Magic Archer
Firecracker Zap Magic Archer
Zap Firecracker Magic Archer
P.E.K.K.A
Firecracker

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