My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Ice Golem Zappies

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 Golem Zappies P.E.K.K.A

Offensive cards

Win conditions

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

Miner

Damage spells

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

Arrows Fireball

Punishments

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

Miner

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Miner

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ice Golem 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.

Miner

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 Guards Miner
Giant Snowball
Skeletons Zappies Guards Miner
Zap
Skeletons Zappies Guards
Barbarian Barrel
Skeletons Zappies Guards
The Log
Skeletons Zappies Guards
Earthquake
Skeletons Zappies Guards
Arrows
Skeletons Zappies Guards
Royal Delivery
Skeletons Zappies Guards P.E.K.K.A Miner
Fireball
Zappies
Poison
Zappies Guards
Lightning
Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Golem Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Golem Fireball

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.

Arrows Ice Golem Guards P.E.K.K.A Miner

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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 Golem Fireball

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Golem Arrows Guards Miner Fireball Zappies P.E.K.K.A

Shortest cycle

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

9 Skeletons Ice Golem Arrows Guards

Attack Synergies 3 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
Arrows
Fireball P.E.K.K.A Miner
Ice Golem
Zappies Miner
Fireball
Arrows Miner
Zappies
Ice Golem P.E.K.K.A Miner
Guards
Miner
P.E.K.K.A
Arrows Zappies
Miner
Guards Arrows Ice Golem Fireball Zappies

Defense Synergies 0 13

Skeletons
Ice Golem Zappies P.E.K.K.A
Arrows
Ice Golem Fireball P.E.K.K.A
Ice Golem
Skeletons Arrows Fireball Zappies Guards
Fireball
Arrows Ice Golem Zappies Miner
Zappies
Skeletons Ice Golem Fireball Guards P.E.K.K.A
Guards
Ice Golem Zappies
P.E.K.K.A
Skeletons Arrows Zappies
Miner
Fireball

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.

Ice Golem Fireball Zappies
P.E.K.K.A Skeletons Zappies
P.E.K.K.A Skeletons Zappies
P.E.K.K.A Skeletons Zappies Guards
Arrows Fireball P.E.K.K.A
Arrows Fireball Skeletons Zappies Guards
Arrows Fireball Zappies
Arrows Ice Golem Fireball P.E.K.K.A
Zappies P.E.K.K.A Skeletons
Guards Skeletons Ice Golem Zappies Miner
Guards Skeletons Arrows Ice Golem Fireball Zappies
Arrows Fireball Zappies
P.E.K.K.A Skeletons Fireball Zappies Guards
Fireball Arrows Zappies Guards P.E.K.K.A
P.E.K.K.A Zappies
Fireball Zappies P.E.K.K.A
Skeletons Arrows Fireball Zappies P.E.K.K.A
Arrows Fireball Zappies Guards
Arrows Ice Golem Fireball Zappies Guards
P.E.K.K.A Zappies
Arrows Fireball Zappies Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards Skeletons Ice Golem Fireball Zappies P.E.K.K.A
Fireball Arrows Ice Golem Miner
Zappies Guards P.E.K.K.A Skeletons Ice Golem
Guards P.E.K.K.A Ice Golem Fireball Zappies
P.E.K.K.A Skeletons Zappies Guards
Arrows Fireball Skeletons Ice Golem Zappies
Guards P.E.K.K.A Skeletons Ice Golem Fireball Zappies
P.E.K.K.A Zappies
P.E.K.K.A Skeletons Ice Golem Fireball Zappies
P.E.K.K.A Skeletons Zappies Guards
P.E.K.K.A Zappies Guards
P.E.K.K.A Arrows Fireball Guards
P.E.K.K.A Skeletons Ice Golem Fireball Zappies Guards
Fireball Zappies
Zappies Guards Skeletons Ice Golem Fireball P.E.K.K.A
Arrows Ice Golem Fireball Zappies P.E.K.K.A
Arrows Fireball

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.)

Fireball Arrows Ice Golem Guards
Arrows Fireball Miner
Arrows Fireball Miner
Arrows Ice Golem Fireball Guards
Fireball Arrows
Arrows Fireball Ice Golem
Arrows
Arrows Fireball Ice Golem
Arrows Fireball Miner
Fireball Guards
Miner Arrows Fireball
Fireball Arrows
Ice Golem Fireball Miner
Arrows Fireball
Arrows Ice Golem Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Miner
Fireball
Arrows Fireball
Arrows Fireball
Arrows Ice Golem Fireball
Arrows Fireball Miner
Fireball Arrows Miner
Fireball Miner Arrows
Arrows Ice Golem Fireball
Fireball Zappies Guards
Fireball
Arrows Fireball Miner
Arrows Fireball Zappies
P.E.K.K.A
Arrows Fireball
Fireball Zappies Guards
Fireball Arrows Zappies
Arrows Fireball
Fireball Miner
Arrows Ice Golem Fireball
Arrows Fireball
P.E.K.K.A
Fireball Zappies Guards
Fireball Zappies
Fireball Miner
P.E.K.K.A
Fireball

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