My Best Clash Royale Deck

Deck Check Rating

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

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 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 Ice Golem

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Firecracker Ice Golem P.E.K.K.A Golden Knight

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 Arrows

Punishments

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

Golden Knight

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.

Ice Golem 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 Golden Knight

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
Giant Snowball
Bats Cannon
Zap
Bats Cannon Firecracker
Barbarian Barrel
Cannon Firecracker
The Log
Cannon Firecracker
Earthquake
Cannon Firecracker
Arrows
Bats Firecracker
Royal Delivery
Bats Firecracker P.E.K.K.A
Fireball
Cannon Firecracker
Poison
Bats Cannon Firecracker
Lightning
Cannon Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Ice Golem

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 Ice Golem P.E.K.K.A

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.

Ice Golem

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Ice Golem Arrows Cannon Firecracker Golden Knight P.E.K.K.A

Shortest cycle

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

9 Bats Zap Ice Golem Arrows

Attack Synergies 5 6

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
Ice Golem Zap Firecracker P.E.K.K.A
Zap
Arrows Firecracker P.E.K.K.A Bats Ice Golem
Arrows
Zap P.E.K.K.A
Cannon
Firecracker
Zap Bats Ice Golem P.E.K.K.A
Ice Golem
Bats Zap Firecracker
P.E.K.K.A
Zap Arrows Bats Firecracker
Golden Knight

Defense Synergies 3 18

Bats
Zap Cannon Firecracker Ice Golem P.E.K.K.A Golden Knight
Zap
Cannon Bats Arrows Firecracker Ice Golem P.E.K.K.A Golden Knight
Arrows
Zap Cannon Ice Golem P.E.K.K.A Golden Knight
Cannon
Zap Ice Golem Bats Arrows Firecracker
Firecracker
Ice Golem Bats Zap Cannon P.E.K.K.A Golden Knight
Ice Golem
Cannon Firecracker Bats Zap Arrows
P.E.K.K.A
Bats Zap Arrows Firecracker
Golden Knight
Bats Zap Arrows Firecracker

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 Cannon Firecracker Ice Golem Golden Knight
P.E.K.K.A Bats Zap Cannon Firecracker
Cannon P.E.K.K.A Bats
Cannon P.E.K.K.A Bats Firecracker
Arrows Firecracker P.E.K.K.A
Arrows Bats Zap Cannon Firecracker
Bats Zap Arrows Cannon Firecracker
Zap Arrows Cannon Ice Golem P.E.K.K.A Golden Knight
Cannon P.E.K.K.A
Cannon Firecracker Ice Golem
Bats Zap Arrows Cannon Firecracker Ice Golem
Arrows Bats Zap Firecracker
Cannon P.E.K.K.A Bats Zap
Bats Zap Arrows Cannon Firecracker P.E.K.K.A Golden Knight
P.E.K.K.A Cannon
Zap Cannon P.E.K.K.A
Bats Arrows Cannon Firecracker P.E.K.K.A
Arrows Cannon Bats Zap Firecracker Golden Knight
Zap Arrows Bats Cannon Firecracker Ice Golem
P.E.K.K.A Cannon
Bats Arrows Cannon Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Zap Ice Golem P.E.K.K.A
Zap Arrows Firecracker Ice Golem
P.E.K.K.A Bats Zap Ice Golem Golden Knight
P.E.K.K.A Bats Zap Ice Golem
P.E.K.K.A Cannon
Arrows Firecracker Bats Zap Ice Golem
P.E.K.K.A Bats Ice Golem
P.E.K.K.A
Zap P.E.K.K.A Bats Firecracker Ice Golem
P.E.K.K.A Cannon
P.E.K.K.A Bats Golden Knight
P.E.K.K.A Zap Arrows
P.E.K.K.A Cannon Ice Golem Golden Knight
Cannon Firecracker
Bats Zap Firecracker Ice Golem P.E.K.K.A Golden Knight
Bats Arrows Zap Cannon Firecracker Ice Golem P.E.K.K.A Golden Knight
Zap Arrows Cannon

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 Firecracker Ice Golem Golden Knight
Arrows Firecracker Zap Golden Knight
Arrows
Arrows Firecracker Ice Golem
Zap Arrows Firecracker
Arrows Firecracker Bats Zap Ice Golem
Arrows Firecracker
Arrows Zap Firecracker Ice Golem
Arrows Zap Firecracker Golden Knight
Bats
Firecracker Zap Arrows Golden Knight
Zap Arrows Firecracker
Firecracker Ice Golem Golden Knight
Arrows Firecracker
Zap Arrows Firecracker Ice Golem
Zap Arrows Firecracker Golden Knight
Arrows Firecracker
Arrows
Bats
Zap Arrows Firecracker
Zap Arrows Firecracker Golden Knight
Arrows
Zap Arrows
Zap Arrows Firecracker Ice Golem
Arrows Firecracker Zap Golden Knight
Zap Arrows Golden Knight
Zap Arrows Firecracker Golden Knight
Bats Zap Arrows Firecracker Ice Golem
Zap Bats Firecracker
Zap Arrows
Zap Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Zap Bats
Zap Arrows Firecracker
Arrows
Firecracker
Arrows Zap Firecracker Ice Golem
Zap Arrows
Firecracker P.E.K.K.A
Zap Bats Firecracker Golden Knight
Firecracker Bats Zap
Zap Firecracker Golden Knight
P.E.K.K.A
Firecracker

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