My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Ram Rider

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.

Giant Ram Rider Monk

Offensive cards

Win conditions

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

Giant Ram Rider

Damage spells

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

Arrows Royal Delivery Void

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 Giant Ram Rider

Pump responses

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

Void

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 Giant Ram Rider

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 Ram Rider Monk

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
Giant Ram Rider
Giant Snowball
Ram Rider
Zap
Ram Rider
Barbarian Barrel
Bomb Tower
The Log
Mini P.E.K.K.A Ram Rider
Earthquake
Bomb Tower
Arrows
Royal Delivery
Mini P.E.K.K.A Ram Rider
Fireball
Bomb Tower Ram Rider
Poison
Bomb Tower
Lightning
Mini P.E.K.K.A Bomb Tower Ram Rider Monk
Rocket
Bomb Tower Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Royal Delivery

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Delivery 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.

Arrows Royal Delivery Mini 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Arrows Royal Delivery Void Mini P.E.K.K.A Bomb Tower Giant Ram Rider Monk

Shortest cycle

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

13 Arrows Royal Delivery Void Mini P.E.K.K.A

Attack Synergies 3 4

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.

Arrows
Giant Void Mini P.E.K.K.A Ram Rider
Royal Delivery
Mini P.E.K.K.A
Giant Arrows Ram Rider
Bomb Tower
Giant
Arrows Mini P.E.K.K.A Void
Void
Arrows Giant
Ram Rider
Arrows Mini P.E.K.K.A
Monk

Defense Synergies 1 9

Arrows
Royal Delivery Mini P.E.K.K.A Bomb Tower Void Monk
Royal Delivery
Bomb Tower Arrows Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A
Arrows Royal Delivery Bomb Tower Ram Rider
Bomb Tower
Royal Delivery Arrows Mini P.E.K.K.A
Giant
Void
Arrows
Ram Rider
Royal Delivery Mini P.E.K.K.A
Monk
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.

Void Ram Rider
Mini P.E.K.K.A Bomb Tower Royal Delivery Ram Rider Monk
Mini P.E.K.K.A Bomb Tower Ram Rider Royal Delivery Void
Mini P.E.K.K.A Bomb Tower Ram Rider Monk
Arrows Royal Delivery Mini P.E.K.K.A Bomb Tower Monk
Arrows Royal Delivery Bomb Tower
Ram Rider Arrows Royal Delivery Bomb Tower Void
Arrows Bomb Tower Void Ram Rider Monk
Mini P.E.K.K.A Bomb Tower
Royal Delivery Mini P.E.K.K.A
Arrows Royal Delivery Bomb Tower Ram Rider
Arrows Royal Delivery Ram Rider
Mini P.E.K.K.A Bomb Tower Royal Delivery Ram Rider
Bomb Tower Arrows Royal Delivery Mini P.E.K.K.A
Mini P.E.K.K.A Bomb Tower Ram Rider
Bomb Tower Monk Royal Delivery Mini P.E.K.K.A Ram Rider
Bomb Tower Arrows Royal Delivery Mini P.E.K.K.A
Arrows Royal Delivery Bomb Tower Ram Rider
Arrows Royal Delivery Bomb Tower Ram Rider
Mini P.E.K.K.A Bomb Tower Ram Rider
Arrows Royal Delivery Mini P.E.K.K.A Bomb Tower

Counters to secondary win conditions

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

Mini P.E.K.K.A Royal Delivery Void
Royal Delivery Void Arrows Mini P.E.K.K.A Bomb Tower Monk
Royal Delivery Mini P.E.K.K.A Bomb Tower Ram Rider
Mini P.E.K.K.A Royal Delivery Ram Rider Monk
Royal Delivery Mini P.E.K.K.A Ram Rider
Arrows Royal Delivery Bomb Tower Ram Rider Monk
Royal Delivery Mini P.E.K.K.A Bomb Tower Void Ram Rider
Mini P.E.K.K.A Royal Delivery Bomb Tower
Royal Delivery Void Mini P.E.K.K.A Bomb Tower Monk
Royal Delivery
Mini P.E.K.K.A Bomb Tower
Monk Arrows Royal Delivery Void
Royal Delivery Mini P.E.K.K.A Bomb Tower Ram Rider
Bomb Tower
Royal Delivery Mini P.E.K.K.A Bomb Tower Monk
Arrows Royal Delivery Mini P.E.K.K.A Bomb Tower

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.)

Void Arrows Monk
Arrows Void Monk Ram Rider
Arrows Void
Arrows Void
Arrows
Arrows Ram Rider Monk
Arrows
Arrows Ram Rider
Arrows Void Monk Ram Rider
Mini P.E.K.K.A Void
Void Monk Arrows Ram Rider
Void Monk Arrows
Void
Arrows Void Monk
Arrows
Arrows
Arrows
Monk Arrows
Mini P.E.K.K.A
Void Arrows Mini P.E.K.K.A Monk
Arrows Monk
Void Monk
Arrows Void
Void Monk
Arrows Void Monk
Arrows
Arrows Void Ram Rider Monk
Void Arrows Ram Rider Monk
Void Arrows
Arrows
Void
Mini P.E.K.K.A Void
Void Arrows
Void Arrows Monk
Arrows Monk
Void
Arrows Ram Rider Monk
Arrows
Void Mini P.E.K.K.A
Arrows
Void Monk Arrows
Void
Void Monk

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