My Best Clash Royale Deck

Deck Check Rating

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

2 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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.

Magic Archer Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Goblin Cage P.E.K.K.A Magic Archer Ram Rider Mega Knight Goblinstein

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.

Freeze

Punishments

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

Ram Rider Mega Knight

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.

P.E.K.K.A Magic Archer Ram Rider Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Freeze Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Freeze Magic Archer Mega Knight

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.

Freeze P.E.K.K.A Mega Knight

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.

Skeletons Goblin Cage Freeze Magic Archer Ram Rider Goblinstein P.E.K.K.A Mega Knight

Shortest cycle

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

13 Skeletons Goblin Cage Freeze Magic Archer

Attack Synergies 2 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.

Skeletons
Goblin Cage
Magic Archer Ram Rider
Freeze
P.E.K.K.A
Magic Archer Ram Rider
Magic Archer
P.E.K.K.A Ram Rider Goblin Cage Mega Knight
Ram Rider
Magic Archer Goblin Cage P.E.K.K.A Mega Knight
Mega Knight
Magic Archer Ram Rider
Goblinstein

Defense Synergies 1 7

Skeletons
Goblin Cage P.E.K.K.A Magic Archer Ram Rider
Goblin Cage
Skeletons Magic Archer
Freeze
Mega Knight
P.E.K.K.A
Skeletons
Magic Archer
Skeletons Goblin Cage Ram Rider Mega Knight
Ram Rider
Skeletons Magic Archer
Mega Knight
Freeze Magic Archer
Goblinstein

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.

Goblin Cage Magic Archer Ram Rider
P.E.K.K.A Skeletons Goblin Cage Ram Rider Mega Knight
Goblin Cage P.E.K.K.A Ram Rider Mega Knight Skeletons Freeze
Goblin Cage P.E.K.K.A Skeletons Ram Rider Mega Knight
Goblin Cage P.E.K.K.A Mega Knight
Freeze Skeletons Magic Archer Mega Knight
Ram Rider Goblin Cage Freeze Magic Archer
Goblin Cage P.E.K.K.A Magic Archer Ram Rider Mega Knight
P.E.K.K.A Skeletons Goblin Cage
Skeletons Mega Knight
Skeletons Freeze Magic Archer Ram Rider Mega Knight
Magic Archer Ram Rider
Goblin Cage P.E.K.K.A Mega Knight Skeletons Freeze Ram Rider
Mega Knight Goblin Cage Freeze P.E.K.K.A Magic Archer
P.E.K.K.A Goblin Cage Ram Rider Mega Knight
Goblin Cage Freeze P.E.K.K.A Ram Rider Mega Knight
Mega Knight Skeletons Goblin Cage P.E.K.K.A
Goblin Cage Mega Knight Magic Archer Ram Rider
Goblin Cage Freeze Magic Archer Ram Rider Mega Knight
P.E.K.K.A Goblin Cage Ram Rider
Mega Knight P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Mega Knight Skeletons Goblin Cage P.E.K.K.A
Magic Archer Mega Knight
P.E.K.K.A Mega Knight Skeletons Goblin Cage Ram Rider
P.E.K.K.A Mega Knight Goblin Cage Ram Rider
P.E.K.K.A Skeletons Goblin Cage Ram Rider Mega Knight
Skeletons Freeze Magic Archer Ram Rider
P.E.K.K.A Skeletons Goblin Cage Ram Rider
P.E.K.K.A Mega Knight Goblin Cage
Goblin Cage Freeze P.E.K.K.A Mega Knight Skeletons Magic Archer
P.E.K.K.A Skeletons Goblin Cage
P.E.K.K.A Mega Knight Goblin Cage
P.E.K.K.A Mega Knight Goblin Cage
P.E.K.K.A Mega Knight Skeletons Goblin Cage Ram Rider
Goblin Cage Magic Archer Mega Knight
Skeletons Goblin Cage Freeze P.E.K.K.A Magic Archer
Mega Knight Goblin Cage Freeze P.E.K.K.A Magic Archer
Goblin Cage

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 Freeze
Magic Archer Ram Rider
Magic Archer
Freeze
Magic Archer Mega Knight
Freeze Magic Archer Ram Rider
Magic Archer
Freeze Magic Archer Ram Rider
Ram Rider
Magic Archer Ram Rider
Magic Archer
Magic Archer
Freeze Magic Archer
Magic Archer
Magic Archer
Magic Archer Mega Knight
Freeze
Magic Archer Mega Knight
Magic Archer Mega Knight
Magic Archer Mega Knight
Freeze Magic Archer Mega Knight
Magic Archer Ram Rider
Magic Archer Ram Rider Mega Knight
Magic Archer
Magic Archer
Freeze
Magic Archer Mega Knight
Freeze Magic Archer
P.E.K.K.A Mega Knight
Magic Archer
Freeze Magic Archer
Magic Archer Ram Rider
Freeze
Magic Archer Mega Knight
Magic Archer
P.E.K.K.A Mega Knight
Freeze Magic Archer
Magic Archer
Freeze Magic Archer Mega Knight
P.E.K.K.A
Mega Knight

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