My Best Clash Royale Deck

Deck Check Rating

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

3 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!
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!
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 No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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 Elixir Collector P.E.K.K.A

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Giant Snowball Arrows Rage Freeze

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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Giant Snowball Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Giant Snowball Arrows Freeze

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.

Arrows Elixir Collector Rage Freeze 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Giant Snowball Rage Arrows Freeze Elixir Collector P.E.K.K.A

Shortest cycle

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

7 Skeletons Zap Giant Snowball Rage

Attack Synergies 4 3

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
Zap
Arrows P.E.K.K.A Giant Snowball Freeze
Giant Snowball
P.E.K.K.A Zap
Arrows
Zap P.E.K.K.A Freeze
Elixir Collector
Rage
Freeze
Zap Arrows
P.E.K.K.A
Zap Giant Snowball Arrows

Defense Synergies 0 8

Skeletons
Zap Giant Snowball P.E.K.K.A
Zap
Skeletons Giant Snowball Arrows P.E.K.K.A
Giant Snowball
Skeletons Zap P.E.K.K.A
Arrows
Zap P.E.K.K.A
Elixir Collector
Rage
Freeze
P.E.K.K.A
Skeletons Zap Giant Snowball 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 Zap
P.E.K.K.A Skeletons Giant Snowball Freeze
P.E.K.K.A Skeletons
Arrows P.E.K.K.A
Arrows Freeze Skeletons Zap Giant Snowball
Giant Snowball Zap Arrows Freeze
Zap Arrows P.E.K.K.A
P.E.K.K.A Skeletons
Skeletons Giant Snowball
Skeletons Zap Giant Snowball Arrows Freeze
Arrows Zap Giant Snowball
P.E.K.K.A Skeletons Zap Giant Snowball Freeze
Zap Giant Snowball Arrows Freeze P.E.K.K.A
P.E.K.K.A
Zap Giant Snowball Freeze P.E.K.K.A
Skeletons Arrows P.E.K.K.A
Arrows Zap Giant Snowball
Zap Giant Snowball Arrows Freeze
P.E.K.K.A
Giant Snowball Arrows 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 Giant Snowball P.E.K.K.A
Zap Giant Snowball Arrows
P.E.K.K.A Skeletons Zap
P.E.K.K.A Zap
P.E.K.K.A Skeletons
Arrows Skeletons Zap Giant Snowball Freeze
P.E.K.K.A Skeletons
P.E.K.K.A
Zap Freeze P.E.K.K.A Skeletons Giant Snowball
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Zap Giant Snowball Arrows
P.E.K.K.A Skeletons
Skeletons Zap Freeze P.E.K.K.A
Arrows Zap Giant Snowball Freeze P.E.K.K.A
Zap Giant Snowball 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 Freeze
Arrows Zap Giant Snowball
Arrows
Arrows Freeze
Zap Giant Snowball Arrows
Arrows Zap Giant Snowball Freeze
Arrows
Arrows Zap Giant Snowball Freeze
Arrows Zap Giant Snowball
Giant Snowball
Zap Arrows
Zap Giant Snowball Arrows
Giant Snowball
Arrows Freeze
Zap Giant Snowball Arrows
Zap Giant Snowball Arrows
Arrows
Giant Snowball Arrows Freeze
Zap Giant Snowball Arrows
Zap Giant Snowball Arrows
Giant Snowball Arrows
Zap Giant Snowball Arrows
Zap Giant Snowball Arrows Freeze
Arrows Zap Giant Snowball
Zap Giant Snowball Arrows
Zap Arrows
Zap Giant Snowball Arrows
Zap Giant Snowball Freeze
Giant Snowball
Zap Giant Snowball Arrows
Zap Giant Snowball Arrows Freeze
P.E.K.K.A
Giant Snowball Arrows
Zap Freeze
Zap Giant Snowball Arrows
Freeze
Arrows
Arrows Zap Giant Snowball
Zap Giant Snowball Arrows
P.E.K.K.A
Zap Giant Snowball Freeze
Zap Giant Snowball
Zap Giant Snowball Freeze
P.E.K.K.A

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