My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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 Ice Spirit Battle Ram P.E.K.K.A Magic Archer Golden Knight

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 Fireball

Punishments

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

Battle Ram Golden Knight

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.

Ice Spirit 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.

Magic Archer Golden Knight

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 Battle Ram
Barbarian Barrel
Skeletons Ice Spirit Battle Ram Magic Archer
The Log
Skeletons Ice Spirit Battle Ram
Earthquake
Skeletons
Arrows
Skeletons Ice Spirit
Royal Delivery
Skeletons Ice Spirit Battle Ram P.E.K.K.A Magic Archer
Fireball
Battle Ram Magic Archer
Poison
Magic Archer
Lightning
Battle Ram Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Magic Archer

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.

Ice Spirit Battle Ram 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.

Ice Spirit Fireball

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Zap Fireball Battle Ram Magic Archer Golden Knight P.E.K.K.A

Shortest cycle

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

8 Skeletons Ice Spirit Zap Fireball

Attack Synergies 8 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
Ice Spirit
Zap Battle Ram P.E.K.K.A
Zap
Ice Spirit Fireball Battle Ram P.E.K.K.A Magic Archer
Fireball
Zap Battle Ram Magic Archer Golden Knight
Battle Ram
Ice Spirit Zap Magic Archer Fireball P.E.K.K.A Golden Knight
P.E.K.K.A
Ice Spirit Zap Magic Archer Battle Ram
Magic Archer
Battle Ram P.E.K.K.A Zap Fireball Golden Knight
Golden Knight
Fireball Battle Ram Magic Archer

Defense Synergies 2 12

Skeletons
Ice Spirit Zap P.E.K.K.A Magic Archer
Ice Spirit
Zap Skeletons Fireball P.E.K.K.A Magic Archer Golden Knight
Zap
Ice Spirit Fireball Skeletons P.E.K.K.A Magic Archer Golden Knight
Fireball
Zap Ice Spirit Golden Knight
Battle Ram
P.E.K.K.A
Skeletons Ice Spirit Zap
Magic Archer
Skeletons Ice Spirit Zap
Golden Knight
Ice Spirit Zap Fireball

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 Fireball Magic Archer Golden Knight
P.E.K.K.A Skeletons Ice Spirit Zap
P.E.K.K.A Skeletons
P.E.K.K.A Skeletons
Fireball P.E.K.K.A
Fireball Skeletons Zap Magic Archer
Ice Spirit Zap Fireball Magic Archer
Zap Fireball P.E.K.K.A Magic Archer Golden Knight
P.E.K.K.A Skeletons
Skeletons Ice Spirit
Skeletons Zap Fireball Magic Archer
Zap Fireball Magic Archer
P.E.K.K.A Skeletons Ice Spirit Zap Fireball
Fireball Ice Spirit Zap P.E.K.K.A Magic Archer Golden Knight
P.E.K.K.A
Ice Spirit Zap Fireball P.E.K.K.A
Skeletons Fireball P.E.K.K.A
Ice Spirit Fireball Zap Magic Archer Golden Knight
Zap Ice Spirit Fireball Magic Archer
P.E.K.K.A
Fireball 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 Fireball P.E.K.K.A
Fireball Zap Magic Archer
P.E.K.K.A Skeletons Ice Spirit Zap Golden Knight
P.E.K.K.A Zap Fireball
P.E.K.K.A Skeletons
Fireball Skeletons Ice Spirit Zap Magic Archer
P.E.K.K.A Skeletons Fireball
P.E.K.K.A
Zap P.E.K.K.A Skeletons Ice Spirit Fireball Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A Golden Knight
P.E.K.K.A Zap Fireball
P.E.K.K.A Skeletons Fireball Golden Knight
Fireball Magic Archer
Skeletons Ice Spirit Zap Fireball P.E.K.K.A Magic Archer Golden Knight
Zap Fireball P.E.K.K.A Magic Archer Golden Knight
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 Magic Archer Golden Knight
Fireball Zap Magic Archer Golden Knight
Fireball Magic Archer
Fireball
Fireball Zap Magic Archer
Fireball Ice Spirit Zap Magic Archer
Magic Archer
Fireball Ice Spirit Zap Magic Archer
Fireball Zap Golden Knight
Fireball
Zap Fireball Magic Archer Golden Knight
Fireball Zap Magic Archer
Fireball Magic Archer Golden Knight
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Magic Archer Golden Knight
Magic Archer Fireball
Fireball
Zap Fireball Magic Archer
Zap Fireball Magic Archer Golden Knight
Fireball Magic Archer
Fireball
Zap Fireball
Zap Ice Spirit Fireball Magic Archer
Fireball Zap Magic Archer Golden Knight
Fireball Zap Magic Archer Golden Knight
Fireball Zap Magic Archer Golden Knight
Zap Fireball Magic Archer
Zap Ice Spirit Fireball
Fireball
Zap Fireball Magic Archer
Zap Ice Spirit Fireball Magic Archer
P.E.K.K.A
Fireball Magic Archer
Zap Ice Spirit Fireball Magic Archer
Fireball Zap Magic Archer
Fireball
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball
P.E.K.K.A
Zap Ice Spirit Fireball Magic Archer Golden Knight
Zap Fireball Magic Archer
Zap Fireball Magic Archer Golden Knight

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