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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!
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!
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.

Bats

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 Royal Giant P.E.K.K.A Royal Ghost

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

Damage spells

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

Arrows

Punishments

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

Royal Giant Wall Breakers Royal Ghost

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 Royal Giant Wall Breakers P.E.K.K.A Royal Ghost

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.

Royal Ghost

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 Royal Giant Wall Breakers Skeleton Army
Giant Snowball
Bats Barbarians Wall Breakers Skeleton Army
Zap
Bats Royal Giant Wall Breakers Skeleton Army
Barbarian Barrel
Barbarians Wall Breakers Skeleton Army Royal Ghost
The Log
Barbarians Royal Giant Wall Breakers Skeleton Army
Earthquake
Barbarians Skeleton Army
Arrows
Bats Wall Breakers Skeleton Army
Royal Delivery
Bats Barbarians Wall Breakers Skeleton Army P.E.K.K.A Royal Ghost
Fireball
Barbarians Wall Breakers Skeleton Army
Poison
Bats Barbarians Skeleton Army
Lightning
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Ghost

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 Skeleton Army P.E.K.K.A Royal Ghost

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.

Royal Giant 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

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.

Bats Wall Breakers Arrows Skeleton Army Royal Ghost Barbarians Royal Giant P.E.K.K.A

Shortest cycle

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

10 Bats Wall Breakers Arrows Skeleton Army

Attack Synergies 3 5

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
Royal Giant Wall Breakers P.E.K.K.A
Arrows
Royal Giant P.E.K.K.A Wall Breakers
Barbarians
Royal Giant
Bats Arrows Royal Ghost
Wall Breakers
Bats Arrows Royal Ghost
Skeleton Army
P.E.K.K.A
Arrows Bats
Royal Ghost
Royal Giant Wall Breakers

Defense Synergies 0 4

Bats
P.E.K.K.A
Arrows
Barbarians P.E.K.K.A
Barbarians
Arrows Skeleton Army
Royal Giant
Wall Breakers
Skeleton Army
Barbarians
P.E.K.K.A
Bats Arrows
Royal Ghost

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.

Barbarians Skeleton Army P.E.K.K.A Bats
Barbarians Skeleton Army P.E.K.K.A Bats
Barbarians Skeleton Army P.E.K.K.A Bats
Arrows Barbarians Skeleton Army P.E.K.K.A
Arrows Skeleton Army Bats Royal Ghost
Bats Arrows
Arrows Barbarians P.E.K.K.A
Barbarians P.E.K.K.A Skeleton Army
Skeleton Army Barbarians Royal Ghost
Bats Barbarians Skeleton Army Arrows Royal Ghost
Arrows Bats
Barbarians Skeleton Army P.E.K.K.A Bats
Skeleton Army Bats Arrows Barbarians P.E.K.K.A Royal Ghost
Barbarians Skeleton Army P.E.K.K.A
Barbarians Skeleton Army P.E.K.K.A
Barbarians Bats Arrows Skeleton Army P.E.K.K.A
Arrows Bats Barbarians Skeleton Army Royal Ghost
Arrows Bats Barbarians Royal Ghost
Barbarians P.E.K.K.A
Skeleton Army Royal Ghost Bats Arrows Barbarians P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Barbarians Skeleton Army P.E.K.K.A Royal Ghost
Arrows Royal Ghost
Barbarians Skeleton Army P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Bats Barbarians
Barbarians P.E.K.K.A Skeleton Army
Arrows Bats
Skeleton Army P.E.K.K.A Bats Barbarians
P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Bats Barbarians Skeleton Army
P.E.K.K.A Barbarians Skeleton Army
P.E.K.K.A Bats Barbarians
Skeleton Army P.E.K.K.A Arrows Barbarians
Barbarians Skeleton Army P.E.K.K.A
Barbarians Skeleton Army
Barbarians Skeleton Army Bats P.E.K.K.A
Bats Arrows Barbarians P.E.K.K.A Royal Ghost
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 Royal Ghost
Arrows Royal Ghost
Arrows
Arrows Barbarians
Arrows
Arrows Bats
Arrows
Arrows
Arrows
Bats
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Bats
Arrows
Arrows
Arrows
Arrows Barbarians
Arrows
Arrows Royal Ghost
Arrows
Arrows
Bats Arrows
Bats
Arrows
Arrows
P.E.K.K.A
Arrows
Bats Barbarians Skeleton Army
Arrows
Arrows
Arrows
Arrows
P.E.K.K.A
Bats
Bats
Royal Ghost
P.E.K.K.A

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