My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Firecracker Baby Dragon

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 Firecracker Baby Dragon P.E.K.K.A Goblinstein

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.

Zap

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

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.

Mini P.E.K.K.A Baby Dragon 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.

Firecracker 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
Skeletons Bats
Giant Snowball
Skeletons Bats Baby Dragon
Zap
Skeletons Bats Firecracker
Barbarian Barrel
Skeletons Firecracker
The Log
Skeletons Firecracker Mini P.E.K.K.A
Earthquake
Skeletons Firecracker
Arrows
Skeletons Bats Firecracker
Royal Delivery
Skeletons Bats Firecracker Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Fireball
Firecracker Baby Dragon
Poison
Bats Firecracker
Lightning
Mini P.E.K.K.A Baby Dragon Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Baby Dragon

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 Mini P.E.K.K.A Baby Dragon 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Zap Firecracker Mini P.E.K.K.A Baby Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats Zap Firecracker

Attack Synergies 2 12

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
Zap Firecracker Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Zap
Firecracker P.E.K.K.A Bats Mini P.E.K.K.A Baby Dragon
Firecracker
Zap Bats Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Mini P.E.K.K.A
Bats Zap Firecracker Baby Dragon
Baby Dragon
Bats Zap Firecracker Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Zap Bats Firecracker Baby Dragon
Goblinstein

Defense Synergies 1 19

Skeletons
Bats Zap Firecracker Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Bats
Skeletons Zap Firecracker Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Zap
Mini P.E.K.K.A Skeletons Bats Firecracker Baby Dragon P.E.K.K.A
Firecracker
Skeletons Bats Zap Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Mini P.E.K.K.A
Zap Skeletons Bats Firecracker Baby Dragon
Baby Dragon
Skeletons Bats Zap Firecracker Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A
Skeletons Bats Zap Firecracker Baby Dragon
Goblinstein

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 Firecracker Baby Dragon
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats Zap Firecracker
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats Firecracker
Firecracker Mini P.E.K.K.A P.E.K.K.A
Skeletons Bats Zap Firecracker Baby Dragon
Bats Zap Firecracker Baby Dragon
Zap Baby Dragon P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Skeletons
Skeletons Firecracker Mini P.E.K.K.A
Bats Skeletons Zap Firecracker Baby Dragon
Bats Zap Firecracker Baby Dragon
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats Zap
Bats Zap Firecracker Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Zap Mini P.E.K.K.A P.E.K.K.A
Skeletons Bats Firecracker Mini P.E.K.K.A P.E.K.K.A
Bats Zap Firecracker Baby Dragon
Zap Baby Dragon Bats Firecracker
Mini P.E.K.K.A P.E.K.K.A
Bats Firecracker Mini P.E.K.K.A Baby Dragon P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Skeletons Zap P.E.K.K.A
Zap Firecracker Mini P.E.K.K.A Baby Dragon
P.E.K.K.A Skeletons Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Bats Zap
P.E.K.K.A Skeletons Mini P.E.K.K.A
Firecracker Skeletons Bats Zap Baby Dragon
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A P.E.K.K.A
Zap P.E.K.K.A Skeletons Bats Firecracker Mini P.E.K.K.A Baby Dragon
P.E.K.K.A Skeletons
P.E.K.K.A Bats Mini P.E.K.K.A
P.E.K.K.A Zap
Mini P.E.K.K.A P.E.K.K.A Skeletons
Firecracker Baby Dragon
Skeletons Bats Zap Firecracker Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Bats Zap Firecracker Mini P.E.K.K.A Baby Dragon P.E.K.K.A
Zap

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.)

Firecracker Baby Dragon
Firecracker Zap Baby Dragon
Baby Dragon
Firecracker
Zap Firecracker Baby Dragon
Firecracker Bats Zap Baby Dragon
Firecracker Baby Dragon
Zap Firecracker Baby Dragon
Zap Firecracker
Bats Mini P.E.K.K.A
Firecracker Zap
Zap Firecracker Baby Dragon
Firecracker Baby Dragon
Firecracker Baby Dragon
Zap Firecracker Baby Dragon
Zap Firecracker Baby Dragon
Firecracker Baby Dragon
Bats Mini P.E.K.K.A
Zap Firecracker Mini P.E.K.K.A Baby Dragon
Zap Firecracker Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Firecracker Baby Dragon
Firecracker Zap Baby Dragon
Zap Baby Dragon
Zap Firecracker Baby Dragon
Bats Zap Firecracker Baby Dragon
Zap Bats Firecracker
Mini P.E.K.K.A
Zap
Zap Firecracker
P.E.K.K.A
Firecracker
Zap Bats
Zap Firecracker Baby Dragon
Firecracker Mini P.E.K.K.A Baby Dragon
Zap Firecracker Baby Dragon
Zap
Firecracker P.E.K.K.A
Zap Bats Firecracker Baby Dragon
Firecracker Bats Zap
Zap Firecracker Baby Dragon
P.E.K.K.A
Firecracker

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