My Best Clash Royale Deck

Deck Check Rating

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

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 Ram Rider 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 Ice Spirit Bomber Bats P.E.K.K.A Ram Rider Little Prince

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.

The Log

Punishments

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

Ram Rider

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 P.E.K.K.A Ram Rider

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.

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 Bomber Bats Ram Rider
Giant Snowball
Skeletons Bomber Bats Ram Rider Little Prince
Zap
Skeletons Bomber Bats Ram Rider Little Prince
Barbarian Barrel
Skeletons Ice Spirit Bomber Little Prince
The Log
Skeletons Ice Spirit Bomber Ram Rider Little Prince
Earthquake
Skeletons Bomber
Arrows
Skeletons Ice Spirit Bomber Bats Little Prince
Royal Delivery
Skeletons Ice Spirit Bomber Bats P.E.K.K.A Ram Rider Little Prince
Fireball
Bomber Ram Rider Little Prince
Poison
Bomber Bats Little Prince
Lightning
Ram Rider Little Prince
Rocket
Ram Rider Little Prince

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Bomber The Log

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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Bomber Bats The Log Little Prince Ram Rider P.E.K.K.A

Shortest cycle

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

6 Skeletons Ice Spirit Bomber Bats

Attack Synergies 1 12

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
P.E.K.K.A Bomber Bats Ram Rider
Bomber
Ice Spirit Bats P.E.K.K.A Ram Rider
Bats
Ice Spirit Bomber P.E.K.K.A Ram Rider
P.E.K.K.A
Ice Spirit Bomber Bats The Log Ram Rider
The Log
P.E.K.K.A Ram Rider Little Prince
Ram Rider
Ice Spirit Bomber Bats P.E.K.K.A The Log
Little Prince
The Log

Defense Synergies 1 20

Skeletons
Ice Spirit Bomber Bats P.E.K.K.A The Log Ram Rider Little Prince
Ice Spirit
Skeletons Bomber Bats P.E.K.K.A The Log Ram Rider Little Prince
Bomber
Skeletons Ice Spirit Bats P.E.K.K.A The Log
Bats
Skeletons Ice Spirit Bomber P.E.K.K.A The Log
P.E.K.K.A
The Log Skeletons Ice Spirit Bomber Bats
The Log
P.E.K.K.A Skeletons Ice Spirit Bomber Bats Ram Rider Little Prince
Ram Rider
Skeletons Ice Spirit The Log
Little Prince
Skeletons Ice Spirit The Log

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.

Bomber The Log Ram Rider
P.E.K.K.A Skeletons Ice Spirit Bats The Log Ram Rider
P.E.K.K.A Ram Rider Skeletons Bomber Bats
P.E.K.K.A Skeletons Bats Ram Rider
Bomber P.E.K.K.A The Log
The Log Skeletons Bomber Bats
Bats Ram Rider Ice Spirit Little Prince
P.E.K.K.A The Log Ram Rider
P.E.K.K.A Skeletons
Skeletons Ice Spirit Bomber Little Prince
Bats Skeletons Bomber The Log Ram Rider
Bats Ram Rider
P.E.K.K.A Skeletons Ice Spirit Bomber Bats The Log Ram Rider
Bomber Ice Spirit Bats P.E.K.K.A The Log
P.E.K.K.A Ram Rider
Ice Spirit P.E.K.K.A The Log Ram Rider
Skeletons Bomber Bats P.E.K.K.A
Ice Spirit Bomber Bats The Log Ram Rider Little Prince
The Log Ice Spirit Bomber Bats Ram Rider Little Prince
P.E.K.K.A Ram Rider
Bomber Bats P.E.K.K.A The Log Little Prince

Counters to secondary win conditions

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

Skeletons P.E.K.K.A
Bomber The Log
P.E.K.K.A Skeletons Ice Spirit Bats The Log Ram Rider
P.E.K.K.A Bats The Log Ram Rider
P.E.K.K.A Skeletons Ram Rider
Skeletons Ice Spirit Bats Ram Rider
P.E.K.K.A Skeletons Bats Ram Rider
P.E.K.K.A
P.E.K.K.A Skeletons Ice Spirit Bats The Log
P.E.K.K.A Skeletons
P.E.K.K.A Bats
P.E.K.K.A The Log
P.E.K.K.A Skeletons Ram Rider
Bomber
Skeletons Ice Spirit Bomber Bats P.E.K.K.A The Log Little Prince
Bats Bomber P.E.K.K.A The Log
Bomber

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.)

The Log
The Log Ram Rider
The Log
The Log
Bomber The Log
Ice Spirit Bats Ram Rider
Bomber The Log
The Log Ice Spirit Ram Rider
The Log Ram Rider
Bats
The Log Ram Rider
The Log
The Log
Bomber The Log
The Log
Bomber Bats
Bomber The Log
Bomber The Log Little Prince
The Log
The Log
The Log
The Log Ice Spirit Bomber Little Prince
The Log Ram Rider
The Log Ram Rider
The Log
Bats Little Prince
Ice Spirit Bats
Bomber The Log
Ice Spirit
P.E.K.K.A
The Log
Ice Spirit Bats
Ram Rider
The Log
The Log Bomber
P.E.K.K.A
Ice Spirit Bats The Log
Bats
The Log Little Prince
P.E.K.K.A

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