My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker Mega Minion

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.

Firecracker Mega Minion 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.

Zap

Punishments

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

Mini P.E.K.K.A 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.

Mini P.E.K.K.A Battle Ram 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 Mini 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
Battle Ram Guards Skeleton Army
Giant Snowball
Mega Minion Battle Ram Guards Skeleton Army
Zap
Firecracker Battle Ram Guards Skeleton Army
Barbarian Barrel
Firecracker Battle Ram Guards Skeleton Army
The Log
Firecracker Mini P.E.K.K.A Battle Ram Guards Skeleton Army
Earthquake
Firecracker Guards Skeleton Army
Arrows
Firecracker Guards Skeleton Army
Royal Delivery
Firecracker Mega Minion Mini P.E.K.K.A Battle Ram Guards Skeleton Army P.E.K.K.A
Fireball
Firecracker Mega Minion Battle Ram Skeleton Army
Poison
Firecracker Mega Minion Guards Skeleton Army
Lightning
Mega Minion Mini P.E.K.K.A Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker

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.

Mega Minion Mini P.E.K.K.A Battle Ram Guards Skeleton Army P.E.K.K.A

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.

Skeleton Army

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.

Zap Firecracker Mega Minion Guards Skeleton Army Mini P.E.K.K.A Battle Ram P.E.K.K.A

Shortest cycle

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

11 Zap Firecracker Mega Minion Guards

Attack Synergies 4 7

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.

Zap
Firecracker Mega Minion Battle Ram P.E.K.K.A Mini P.E.K.K.A Guards
Firecracker
Zap Mega Minion Mini P.E.K.K.A Battle Ram P.E.K.K.A
Mega Minion
Zap Firecracker
Mini P.E.K.K.A
Zap Firecracker
Battle Ram
Zap Firecracker P.E.K.K.A
Guards
Zap
Skeleton Army
P.E.K.K.A
Zap Firecracker Battle Ram

Defense Synergies 2 14

Zap
Mega Minion Mini P.E.K.K.A Firecracker Guards Skeleton Army P.E.K.K.A
Firecracker
Zap Mega Minion Mini P.E.K.K.A Guards Skeleton Army P.E.K.K.A
Mega Minion
Zap Firecracker Guards Skeleton Army
Mini P.E.K.K.A
Zap Firecracker Guards Skeleton Army
Battle Ram
Guards
Zap Firecracker Mega Minion Mini P.E.K.K.A Skeleton Army
Skeleton Army
Zap Firecracker Mega Minion Mini P.E.K.K.A Guards
P.E.K.K.A
Zap Firecracker

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 Firecracker Mega Minion
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Zap Firecracker Mega Minion
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Mega Minion
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Firecracker Mega Minion Guards
Firecracker Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Skeleton Army Zap Firecracker Mega Minion Guards
Mega Minion Zap Firecracker
Zap P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Skeleton Army
Guards Skeleton Army Firecracker Mini P.E.K.K.A
Guards Skeleton Army Zap Firecracker Mega Minion
Mega Minion Zap Firecracker
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Zap Guards
Skeleton Army Zap Firecracker Mega Minion Mini P.E.K.K.A Guards P.E.K.K.A
Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Skeleton Army Zap Mini P.E.K.K.A P.E.K.K.A
Firecracker Mini P.E.K.K.A Skeleton Army P.E.K.K.A
Zap Firecracker Mega Minion Guards Skeleton Army
Zap Firecracker Mega Minion Guards
Mini P.E.K.K.A P.E.K.K.A
Skeleton Army Firecracker Mini P.E.K.K.A Guards P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Skeleton Army Zap P.E.K.K.A
Zap Firecracker Mega Minion Mini P.E.K.K.A
Guards Skeleton Army P.E.K.K.A Zap Mini P.E.K.K.A
Mini P.E.K.K.A Guards Skeleton Army P.E.K.K.A Zap
P.E.K.K.A Mini P.E.K.K.A Guards Skeleton Army
Firecracker Zap
Mini P.E.K.K.A Guards Skeleton Army P.E.K.K.A Mega Minion
Mini P.E.K.K.A P.E.K.K.A Skeleton Army
Zap P.E.K.K.A Firecracker Mega Minion Mini P.E.K.K.A Skeleton Army
P.E.K.K.A Mega Minion Guards Skeleton Army
P.E.K.K.A Mega Minion Mini P.E.K.K.A Guards
Skeleton Army P.E.K.K.A Zap Guards
Mini P.E.K.K.A Skeleton Army P.E.K.K.A Guards
Firecracker Skeleton Army
Guards Skeleton Army Zap Firecracker Mega Minion Mini P.E.K.K.A P.E.K.K.A
Zap Firecracker Mega Minion Mini P.E.K.K.A P.E.K.K.A
Zap

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.)

Firecracker Guards
Firecracker Zap
Firecracker Guards
Zap Firecracker
Firecracker Zap Mega Minion
Firecracker
Zap Firecracker
Zap Firecracker
Mini P.E.K.K.A Guards
Firecracker Zap
Zap Firecracker
Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Mini P.E.K.K.A
Zap Firecracker Mega Minion Mini P.E.K.K.A
Zap Firecracker
Zap
Zap Firecracker
Mega Minion
Firecracker Zap
Zap
Zap Firecracker
Zap Firecracker
Zap Firecracker Mega Minion Guards
Mega Minion Mini P.E.K.K.A
Zap
Zap Firecracker
P.E.K.K.A
Firecracker
Zap Guards Skeleton Army
Zap Firecracker Mega Minion
Firecracker Mega Minion Mini P.E.K.K.A
Zap Firecracker
Zap
Firecracker Mega Minion P.E.K.K.A
Zap Firecracker Guards
Firecracker Zap
Zap Firecracker
P.E.K.K.A
Firecracker

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