My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Missing cards in your collection

Ice Spirit Giant Snowball Goblin Gang Firecracker Royal Delivery Tesla Rascals Elite Barbarians Royal Recruits Heal Spirit Ice Golem Dart Goblin Earthquake Battle Healer Zappies Goblin Demolisher Royal Hogs Elixir Collector Three Musketeers Mirror Rage Goblin Curse Clone Void Dark Prince Freeze Goblin Drill Electro Dragon Bowler Executioner Cannon Cart Goblin Giant Electro Giant The Log Miner Princess Ice Wizard Royal Ghost Bandit Fisherman Electro Wizard Phoenix Magic Archer Lumberjack Night Witch Mother Witch Ram Rider Graveyard Goblin Machine Sparky Mega Knight Lava Hound Little Prince Golden Knight Skeleton King Mighty Miner Archer Queen Monk

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Battle Ram Witch 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 Goblin Barrel

Damage spells

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

Zap Fireball

Punishments

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

Battle Ram Goblin Barrel

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

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.

Goblin Barrel

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 Battle Ram Goblin Barrel
Giant Snowball
Skeletons Battle Ram Goblin Barrel Witch
Zap
Skeletons Battle Ram Goblin Barrel Witch
Barbarian Barrel
Skeletons Battle Ram Bomb Tower Goblin Barrel Witch
The Log
Skeletons Battle Ram Goblin Barrel Witch
Earthquake
Skeletons Bomb Tower Goblin Barrel Witch
Arrows
Skeletons Goblin Barrel Witch
Royal Delivery
Skeletons Battle Ram Goblin Barrel Witch P.E.K.K.A
Fireball
Battle Ram Bomb Tower Goblin Barrel Witch
Poison
Bomb Tower Witch
Lightning
Battle Ram Bomb Tower Witch
Rocket
Bomb Tower Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Bomb Tower

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.

Battle Ram 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.

Fireball Goblin Barrel

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.

Fireball Goblin Barrel Witch

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 Zap Goblin Barrel Fireball Battle Ram Bomb Tower Witch P.E.K.K.A

Shortest cycle

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

10 Skeletons Zap Goblin Barrel Fireball

Attack Synergies 3 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.

Skeletons
Zap
Fireball Battle Ram P.E.K.K.A Witch
Fireball
Zap Battle Ram
Battle Ram
Zap Fireball Goblin Barrel Witch P.E.K.K.A
Bomb Tower
Goblin Barrel
Battle Ram P.E.K.K.A
Witch
Zap Battle Ram P.E.K.K.A
P.E.K.K.A
Zap Battle Ram Goblin Barrel Witch

Defense Synergies 2 7

Skeletons
Zap Bomb Tower Witch P.E.K.K.A
Zap
Fireball Bomb Tower Skeletons Witch P.E.K.K.A
Fireball
Zap Bomb Tower
Battle Ram
Bomb Tower
Zap Skeletons Fireball
Goblin Barrel
Witch
Skeletons Zap
P.E.K.K.A
Skeletons Zap

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 Fireball
Bomb Tower P.E.K.K.A Skeletons Zap Witch
Bomb Tower Witch P.E.K.K.A Skeletons
Bomb Tower Witch P.E.K.K.A Skeletons
Fireball Bomb Tower P.E.K.K.A
Fireball Skeletons Zap Bomb Tower
Zap Fireball Bomb Tower Witch
Zap Fireball Bomb Tower P.E.K.K.A
Witch P.E.K.K.A Skeletons Bomb Tower
Skeletons
Witch Skeletons Zap Fireball Bomb Tower
Zap Fireball Witch
Bomb Tower P.E.K.K.A Skeletons Zap Fireball Witch
Fireball Bomb Tower Zap Witch P.E.K.K.A
P.E.K.K.A Bomb Tower
Bomb Tower Zap Fireball P.E.K.K.A
Bomb Tower Skeletons Fireball Witch P.E.K.K.A
Fireball Bomb Tower Zap Witch
Zap Bomb Tower Witch Fireball
P.E.K.K.A Bomb Tower
Fireball Bomb Tower Witch 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 Fireball Witch P.E.K.K.A
Fireball Zap Bomb Tower
P.E.K.K.A Skeletons Zap Bomb Tower Witch
P.E.K.K.A Zap Fireball
P.E.K.K.A Skeletons Witch
Fireball Skeletons Zap Bomb Tower Witch
P.E.K.K.A Skeletons Fireball Bomb Tower Witch
P.E.K.K.A Bomb Tower
Zap P.E.K.K.A Skeletons Fireball Bomb Tower Witch
Witch P.E.K.K.A Skeletons
P.E.K.K.A Bomb Tower Witch
P.E.K.K.A Zap Fireball
P.E.K.K.A Skeletons Fireball Bomb Tower Witch
Fireball Bomb Tower Witch
Witch Skeletons Zap Fireball Bomb Tower P.E.K.K.A
Zap Fireball Bomb Tower Witch P.E.K.K.A

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
Fireball Zap
Fireball
Fireball
Fireball Zap
Fireball Zap Witch
Witch
Fireball Zap
Fireball Zap
Fireball
Zap Fireball
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Fireball
Fireball
Zap Fireball
Zap Fireball Witch
Witch
Fireball Zap Witch
Fireball Zap Witch
Fireball Zap
Zap Fireball Witch
Zap Fireball Witch
Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A
Fireball
Zap Fireball Witch
Fireball Zap Witch
Fireball
Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Fireball Witch
Zap Fireball Witch
Zap Fireball Witch

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