My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Bats Little Prince

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 Bats Battle Ram Elixir Collector P.E.K.K.A Little Prince

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.

Elixir Collector

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

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 Bats Battle Ram
Giant Snowball
Skeletons Bats Battle Ram Little Prince
Zap
Skeletons Bats Battle Ram Little Prince
Barbarian Barrel
Skeletons Battle Ram Little Prince
The Log
Skeletons Battle Ram Little Prince
Earthquake
Skeletons Elixir Collector
Arrows
Skeletons Bats Little Prince
Royal Delivery
Skeletons Bats Battle Ram P.E.K.K.A Little Prince
Fireball
Battle Ram Elixir Collector Little Prince
Poison
Bats Elixir Collector Little Prince
Lightning
Battle Ram Elixir Collector Little Prince
Rocket
Elixir Collector Little Prince

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows

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.

Bats Arrows Battle Ram Elixir Collector 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Zap Arrows Little Prince Battle Ram Elixir Collector P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats Zap Arrows

Attack Synergies 4 6

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
Bats
Zap Battle Ram P.E.K.K.A
Zap
Arrows Battle Ram P.E.K.K.A Bats Little Prince
Arrows
Zap P.E.K.K.A Battle Ram
Battle Ram
Zap Bats Arrows P.E.K.K.A
Elixir Collector
P.E.K.K.A
Zap Arrows Bats Battle Ram
Little Prince
Zap

Defense Synergies 0 11

Skeletons
Bats Zap P.E.K.K.A Little Prince
Bats
Skeletons Zap P.E.K.K.A
Zap
Skeletons Bats Arrows P.E.K.K.A Little Prince
Arrows
Zap P.E.K.K.A Little Prince
Battle Ram
Elixir Collector
P.E.K.K.A
Skeletons Bats Zap Arrows
Little Prince
Skeletons Zap Arrows

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
P.E.K.K.A Skeletons Bats Zap
P.E.K.K.A Skeletons Bats
P.E.K.K.A Skeletons Bats
Arrows P.E.K.K.A
Arrows Skeletons Bats Zap
Bats Zap Arrows Little Prince
Zap Arrows P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons Little Prince
Bats Skeletons Zap Arrows
Arrows Bats Zap
P.E.K.K.A Skeletons Bats Zap
Bats Zap Arrows P.E.K.K.A
P.E.K.K.A
Zap P.E.K.K.A
Skeletons Bats Arrows P.E.K.K.A
Arrows Bats Zap Little Prince
Zap Arrows Bats Little Prince
P.E.K.K.A
Bats Arrows P.E.K.K.A Little Prince

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
P.E.K.K.A Skeletons Bats Zap
P.E.K.K.A Bats Zap
P.E.K.K.A Skeletons
Arrows Skeletons Bats Zap
P.E.K.K.A Skeletons Bats
P.E.K.K.A
Zap P.E.K.K.A Skeletons Bats
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A Zap Arrows
P.E.K.K.A Skeletons
Skeletons Bats Zap P.E.K.K.A Little Prince
Bats Arrows Zap P.E.K.K.A

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
Arrows Zap
Arrows
Arrows
Zap Arrows
Arrows Bats Zap
Arrows
Arrows Zap
Arrows Zap
Bats
Zap Arrows
Zap Arrows
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats
Zap Arrows
Zap Arrows Little Prince
Arrows
Zap Arrows
Zap Arrows Little Prince
Arrows Zap
Zap Arrows
Zap Arrows
Bats Zap Arrows Little Prince
Zap Bats
Zap Arrows
Zap Arrows
P.E.K.K.A
Arrows
Zap Bats
Zap Arrows
Arrows
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Bats
Bats Zap
Zap Little Prince

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