My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats Wizard

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.

Bats Battle Ram Wizard

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 Arrows

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.

Barbarians Mini P.E.K.K.A Battle Ram

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.

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
Bats Battle Ram Skeleton Army
Giant Snowball
Bats Barbarians Battle Ram Skeleton Army
Zap
Bats Battle Ram Skeleton Army
Barbarian Barrel
Barbarians Battle Ram Wizard Skeleton Army
The Log
Barbarians Mini P.E.K.K.A Battle Ram Skeleton Army
Earthquake
Barbarians Skeleton Army
Arrows
Bats Skeleton Army
Royal Delivery
Bats Barbarians Mini P.E.K.K.A Battle Ram Wizard Skeleton Army
Fireball
Barbarians Battle Ram Wizard Skeleton Army
Poison
Bats Barbarians Wizard Skeleton Army
Lightning
Mini P.E.K.K.A Battle Ram Wizard
Rocket
Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Wizard

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.

Bats Arrows Mini P.E.K.K.A Battle Ram Skeleton Army

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

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.

Barbarians Wizard

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Arrows Skeleton Army Mini P.E.K.K.A Battle Ram Barbarians Wizard

Shortest cycle

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

10 Bats Zap Arrows Skeleton Army

Attack Synergies 2 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.

Bats
Zap Mini P.E.K.K.A Battle Ram
Zap
Arrows Battle Ram Bats Mini P.E.K.K.A
Arrows
Zap Mini P.E.K.K.A Battle Ram
Barbarians
Mini P.E.K.K.A
Bats Zap Arrows Wizard
Battle Ram
Zap Bats Arrows
Wizard
Mini P.E.K.K.A
Skeleton Army

Defense Synergies 1 11

Bats
Zap Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Bats Arrows Barbarians Skeleton Army
Arrows
Zap Barbarians Mini P.E.K.K.A
Barbarians
Zap Arrows Skeleton Army
Mini P.E.K.K.A
Zap Bats Arrows Wizard Skeleton Army
Battle Ram
Wizard
Mini P.E.K.K.A Skeleton Army
Skeleton Army
Zap Barbarians Mini P.E.K.K.A Wizard

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 Wizard
Barbarians Mini P.E.K.K.A Skeleton Army Bats Zap
Barbarians Mini P.E.K.K.A Skeleton Army Bats
Barbarians Mini P.E.K.K.A Skeleton Army Bats
Arrows Barbarians Mini P.E.K.K.A Skeleton Army
Arrows Skeleton Army Bats Zap
Bats Zap Arrows Wizard
Zap Arrows Barbarians
Barbarians Mini P.E.K.K.A Skeleton Army
Skeleton Army Barbarians Mini P.E.K.K.A
Bats Barbarians Skeleton Army Zap Arrows Wizard
Arrows Bats Zap Wizard
Barbarians Mini P.E.K.K.A Skeleton Army Bats Zap Wizard
Wizard Skeleton Army Bats Zap Arrows Barbarians Mini P.E.K.K.A
Barbarians Mini P.E.K.K.A Skeleton Army
Barbarians Skeleton Army Zap Mini P.E.K.K.A
Barbarians Wizard Bats Arrows Mini P.E.K.K.A Skeleton Army
Arrows Bats Zap Barbarians Wizard Skeleton Army
Zap Arrows Wizard Bats Barbarians
Barbarians Mini P.E.K.K.A
Wizard Skeleton Army Bats Arrows Barbarians Mini P.E.K.K.A
Mini P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Mini P.E.K.K.A Skeleton Army Zap
Zap Arrows Mini P.E.K.K.A Wizard
Barbarians Skeleton Army Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Bats Zap Barbarians
Barbarians Mini P.E.K.K.A Skeleton Army
Arrows Wizard Bats Zap
Mini P.E.K.K.A Skeleton Army Bats Barbarians
Mini P.E.K.K.A Barbarians Skeleton Army
Zap Bats Barbarians Mini P.E.K.K.A Skeleton Army
Barbarians Skeleton Army
Bats Barbarians Mini P.E.K.K.A
Skeleton Army Zap Arrows Barbarians
Barbarians Mini P.E.K.K.A Skeleton Army Wizard
Wizard Barbarians Skeleton Army
Barbarians Skeleton Army Bats Zap Mini P.E.K.K.A
Bats Arrows Zap Barbarians Mini P.E.K.K.A Wizard
Zap 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
Arrows Zap
Arrows
Arrows Barbarians
Wizard Zap Arrows
Arrows Wizard Bats Zap
Arrows Wizard
Arrows Zap Wizard
Arrows Zap Wizard
Bats Mini P.E.K.K.A
Zap Arrows Wizard
Zap Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Bats Mini P.E.K.K.A
Zap Arrows Mini P.E.K.K.A Wizard
Zap Arrows Wizard
Arrows Wizard
Zap Arrows Barbarians
Zap Arrows Wizard
Arrows Zap Wizard
Zap Arrows Wizard
Zap Arrows
Bats Zap Arrows Wizard
Zap Bats Wizard
Mini P.E.K.K.A
Zap Arrows Wizard
Zap Arrows
Arrows Wizard
Zap Bats Barbarians Skeleton Army
Zap Arrows Wizard
Arrows
Mini P.E.K.K.A Wizard
Arrows Zap Wizard
Zap Arrows
Zap Bats
Bats Zap
Zap
Wizard

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