My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Bats Firecracker

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 Bats Firecracker Battle Ram P.E.K.K.A

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.

Arrows Barbarian Barrel

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.

Ice Spirit Battle Ram Barbarian Barrel 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.

Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Firecracker Barbarian Barrel

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 Bats Arrows Battle Ram P.E.K.K.A

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

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Bats Barbarian Barrel Arrows Firecracker Battle Ram P.E.K.K.A

Shortest cycle

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

6 Skeletons Ice Spirit Bats Barbarian Barrel

Attack Synergies 3 14

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
Battle Ram P.E.K.K.A Bats Firecracker Barbarian Barrel
Bats
Ice Spirit Firecracker Battle Ram Barbarian Barrel P.E.K.K.A
Arrows
P.E.K.K.A Battle Ram
Firecracker
Ice Spirit Bats Battle Ram Barbarian Barrel P.E.K.K.A
Battle Ram
Ice Spirit Bats Arrows Firecracker Barbarian Barrel P.E.K.K.A
Barbarian Barrel
Ice Spirit Bats Firecracker Battle Ram P.E.K.K.A
P.E.K.K.A
Ice Spirit Arrows Bats Firecracker Battle Ram Barbarian Barrel

Defense Synergies 0 17

Skeletons
Ice Spirit Bats Firecracker Barbarian Barrel P.E.K.K.A
Ice Spirit
Skeletons Bats Firecracker Barbarian Barrel P.E.K.K.A
Bats
Skeletons Ice Spirit Firecracker Barbarian Barrel P.E.K.K.A
Arrows
Barbarian Barrel P.E.K.K.A
Firecracker
Skeletons Ice Spirit Bats Barbarian Barrel P.E.K.K.A
Battle Ram
Barbarian Barrel
Skeletons Ice Spirit Bats Arrows Firecracker P.E.K.K.A
P.E.K.K.A
Skeletons Ice Spirit Bats Arrows Firecracker Barbarian Barrel

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.

Firecracker Barbarian Barrel
P.E.K.K.A Skeletons Ice Spirit Bats Firecracker
P.E.K.K.A Skeletons Bats
P.E.K.K.A Skeletons Bats Firecracker
Arrows Firecracker Barbarian Barrel P.E.K.K.A
Arrows Barbarian Barrel Skeletons Bats Firecracker
Bats Ice Spirit Arrows Firecracker
Arrows Barbarian Barrel P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons Ice Spirit Firecracker Barbarian Barrel
Bats Skeletons Arrows Firecracker Barbarian Barrel
Arrows Bats Firecracker
P.E.K.K.A Skeletons Ice Spirit Bats
Ice Spirit Bats Arrows Firecracker Barbarian Barrel P.E.K.K.A
P.E.K.K.A
Ice Spirit P.E.K.K.A
Skeletons Bats Arrows Firecracker P.E.K.K.A
Ice Spirit Arrows Bats Firecracker Barbarian Barrel
Arrows Barbarian Barrel Ice Spirit Bats Firecracker
P.E.K.K.A
Bats Arrows Firecracker Barbarian Barrel 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 Barbarian Barrel P.E.K.K.A
Arrows Firecracker Barbarian Barrel
P.E.K.K.A Skeletons Ice Spirit Bats
P.E.K.K.A Bats Barbarian Barrel
P.E.K.K.A Skeletons
Arrows Firecracker Skeletons Ice Spirit Bats
P.E.K.K.A Skeletons Bats
P.E.K.K.A
P.E.K.K.A Skeletons Ice Spirit Bats Firecracker Barbarian Barrel
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A Arrows
P.E.K.K.A Skeletons
Firecracker
Skeletons Ice Spirit Bats Firecracker Barbarian Barrel P.E.K.K.A
Bats Arrows Firecracker Barbarian Barrel P.E.K.K.A
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.)

Arrows Firecracker Barbarian Barrel
Arrows Firecracker Barbarian Barrel
Arrows Barbarian Barrel
Arrows Firecracker Barbarian Barrel
Arrows Firecracker Barbarian Barrel
Arrows Firecracker Ice Spirit Bats
Arrows Firecracker
Arrows Ice Spirit Firecracker Barbarian Barrel
Arrows Firecracker
Bats
Firecracker Arrows Barbarian Barrel
Arrows Firecracker
Firecracker Barbarian Barrel
Arrows Firecracker Barbarian Barrel
Arrows Firecracker Barbarian Barrel
Arrows Firecracker Barbarian Barrel
Arrows Firecracker Barbarian Barrel
Arrows Barbarian Barrel
Bats
Arrows Firecracker Barbarian Barrel
Arrows Firecracker Barbarian Barrel
Arrows
Arrows Barbarian Barrel
Arrows Firecracker Ice Spirit Barbarian Barrel
Arrows Firecracker Barbarian Barrel
Arrows
Arrows Firecracker Barbarian Barrel
Bats Arrows Firecracker
Ice Spirit Bats Firecracker
Arrows
Ice Spirit Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Ice Spirit Bats Barbarian Barrel
Arrows Firecracker
Arrows Barbarian Barrel
Firecracker
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Ice Spirit Bats Firecracker
Firecracker Bats
Firecracker Barbarian Barrel
P.E.K.K.A
Firecracker

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