My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Godly!

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 Firecracker

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.

Skeletons Bats Knight Firecracker Elixir Collector 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.

Missing

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 Ghost

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Knight 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.

Firecracker 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
Skeletons Bats
Giant Snowball
Skeletons Bats
Zap
Skeletons Bats Firecracker
Barbarian Barrel
Skeletons Knight Firecracker Royal Ghost
The Log
Skeletons Firecracker
Earthquake
Skeletons Firecracker Elixir Collector
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Knight Firecracker P.E.K.K.A Royal Ghost
Fireball
Firecracker Elixir Collector
Poison
Bats Firecracker Elixir Collector
Lightning
Knight Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Royal Ghost

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.

Bats Arrows Knight Elixir Collector P.E.K.K.A Royal Ghost

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.

Skeletons Bats Arrows Knight Firecracker Royal Ghost Elixir Collector P.E.K.K.A

Shortest cycle

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

9 Skeletons Bats Arrows Knight

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.

Skeletons
Bats
Knight Firecracker P.E.K.K.A
Arrows
P.E.K.K.A Knight
Knight
Bats Firecracker Arrows
Firecracker
Knight Bats P.E.K.K.A
Elixir Collector
P.E.K.K.A
Arrows Bats Firecracker
Royal Ghost

Defense Synergies 2 10

Skeletons
Bats Knight Firecracker P.E.K.K.A Royal Ghost
Bats
Knight Skeletons Firecracker P.E.K.K.A
Arrows
Knight P.E.K.K.A
Knight
Bats Firecracker Skeletons Arrows
Firecracker
Knight Skeletons Bats P.E.K.K.A
Elixir Collector
P.E.K.K.A
Skeletons Bats Arrows Firecracker
Royal Ghost
Skeletons

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.

Knight Firecracker
P.E.K.K.A Skeletons Bats Knight Firecracker
P.E.K.K.A Skeletons Bats Knight
P.E.K.K.A Skeletons Bats Knight Firecracker
Arrows Firecracker P.E.K.K.A
Arrows Skeletons Bats Firecracker Royal Ghost
Bats Arrows Firecracker
Arrows P.E.K.K.A
P.E.K.K.A Skeletons
Knight Skeletons Firecracker Royal Ghost
Bats Skeletons Arrows Knight Firecracker Royal Ghost
Arrows Bats Firecracker
P.E.K.K.A Skeletons Bats Knight
Bats Arrows Firecracker P.E.K.K.A Royal Ghost
P.E.K.K.A Knight
P.E.K.K.A
Skeletons Bats Arrows Knight Firecracker P.E.K.K.A
Arrows Bats Knight Firecracker Royal Ghost
Arrows Bats Knight Firecracker Royal Ghost
P.E.K.K.A
Royal Ghost Bats Arrows Knight Firecracker 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.

Knight Skeletons P.E.K.K.A Royal Ghost
Arrows Knight Firecracker Royal Ghost
P.E.K.K.A Skeletons Bats Knight
P.E.K.K.A Bats Knight
P.E.K.K.A Skeletons Knight
Arrows Firecracker Skeletons Bats
P.E.K.K.A Skeletons Bats Knight
P.E.K.K.A Knight
P.E.K.K.A Skeletons Bats Knight Firecracker
P.E.K.K.A Skeletons
P.E.K.K.A Bats Knight
P.E.K.K.A Arrows
P.E.K.K.A Skeletons Knight
Firecracker
Skeletons Bats Knight Firecracker P.E.K.K.A
Bats Arrows Firecracker 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 Knight Firecracker Royal Ghost
Arrows Firecracker Royal Ghost
Arrows
Arrows Knight Firecracker
Arrows Firecracker
Arrows Firecracker Bats
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Bats
Firecracker Arrows Knight
Arrows Firecracker
Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Bats
Arrows Firecracker
Arrows Firecracker
Arrows
Arrows
Arrows Firecracker
Arrows Firecracker Royal Ghost
Arrows
Arrows Firecracker
Bats Arrows Firecracker
Bats Firecracker
Arrows
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Bats
Arrows Firecracker
Arrows
Knight Firecracker
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Bats Firecracker
Firecracker Bats
Firecracker Royal Ghost
P.E.K.K.A
Firecracker

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