My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Ram Rider

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 Ice Spirit Bomber P.E.K.K.A Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Zap Rage Tornado

Punishments

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

Ram Rider

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 Spirit P.E.K.K.A 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.

Ram Rider

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 Bomber Ram Rider
Giant Snowball
Skeletons Bomber Ram Rider
Zap
Skeletons Bomber Ram Rider
Barbarian Barrel
Skeletons Ice Spirit Bomber
The Log
Skeletons Ice Spirit Bomber Ram Rider
Earthquake
Skeletons Bomber
Arrows
Skeletons Ice Spirit Bomber
Royal Delivery
Skeletons Ice Spirit Bomber P.E.K.K.A Ram Rider
Fireball
Bomber Ram Rider
Poison
Bomber
Lightning
Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Bomber Zap Tornado

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.

Ice Spirit Rage Tornado 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 Spirit

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.

Skeletons Ice Spirit Bomber Zap Rage Tornado Ram Rider P.E.K.K.A

Shortest cycle

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

6 Skeletons Ice Spirit Bomber Zap

Attack Synergies 6 7

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
Ice Spirit
Zap P.E.K.K.A Bomber Ram Rider
Bomber
Ice Spirit Zap P.E.K.K.A Ram Rider
Zap
Ice Spirit Tornado P.E.K.K.A Ram Rider Bomber
Rage
Tornado
Zap P.E.K.K.A Ram Rider
P.E.K.K.A
Ice Spirit Zap Tornado Bomber Ram Rider
Ram Rider
Zap Ice Spirit Bomber Tornado P.E.K.K.A

Defense Synergies 2 17

Skeletons
Ice Spirit Bomber Zap Tornado P.E.K.K.A Ram Rider
Ice Spirit
Zap Skeletons Bomber Tornado P.E.K.K.A Ram Rider
Bomber
Skeletons Ice Spirit Zap Tornado P.E.K.K.A
Zap
Ice Spirit Skeletons Bomber Tornado P.E.K.K.A Ram Rider
Rage
Tornado
P.E.K.K.A Skeletons Ice Spirit Bomber Zap Ram Rider
P.E.K.K.A
Tornado Skeletons Ice Spirit Bomber Zap
Ram Rider
Skeletons Ice Spirit Zap Tornado

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.

Bomber Zap Ram Rider
P.E.K.K.A Skeletons Ice Spirit Zap Ram Rider
Tornado P.E.K.K.A Ram Rider Skeletons Bomber
P.E.K.K.A Skeletons Ram Rider
Bomber Tornado P.E.K.K.A
Tornado Skeletons Bomber Zap
Tornado Ram Rider Ice Spirit Zap
Zap P.E.K.K.A Ram Rider
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Ice Spirit Bomber
Skeletons Bomber Zap Tornado Ram Rider
Zap Tornado Ram Rider
P.E.K.K.A Skeletons Ice Spirit Bomber Zap Ram Rider
Bomber Ice Spirit Zap Tornado P.E.K.K.A
P.E.K.K.A Ram Rider
Tornado Ice Spirit Zap P.E.K.K.A Ram Rider
Skeletons Bomber Tornado P.E.K.K.A
Ice Spirit Bomber Zap Tornado Ram Rider
Zap Tornado Ice Spirit Bomber Ram Rider
P.E.K.K.A Tornado Ram Rider
Bomber 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.

Skeletons Zap P.E.K.K.A
Bomber Zap
P.E.K.K.A Skeletons Ice Spirit Zap Ram Rider
P.E.K.K.A Zap Tornado Ram Rider
P.E.K.K.A Skeletons Ram Rider
Skeletons Ice Spirit Zap Tornado Ram Rider
P.E.K.K.A Skeletons Ram Rider
P.E.K.K.A
Zap P.E.K.K.A Skeletons Ice Spirit Tornado
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Zap Tornado
P.E.K.K.A Skeletons Ram Rider
Bomber
Skeletons Ice Spirit Bomber Zap Tornado P.E.K.K.A
Bomber Zap P.E.K.K.A
Bomber 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.)

Zap Tornado Ram Rider
Bomber Zap
Ice Spirit Zap Tornado Ram Rider
Bomber Tornado
Ice Spirit Zap Tornado Ram Rider
Zap Tornado Ram Rider
Tornado
Zap Tornado Ram Rider
Zap Tornado
Zap
Bomber Zap
Tornado
Bomber
Bomber Zap
Bomber Zap Tornado
Tornado
Tornado
Zap
Zap Tornado Ice Spirit Bomber
Zap Tornado Ram Rider
Zap Tornado Ram Rider
Zap Tornado
Zap Tornado
Zap Ice Spirit
Bomber Zap
Zap Ice Spirit
P.E.K.K.A
Zap Ice Spirit
Zap Tornado Ram Rider
Bomber Zap
Zap Tornado
P.E.K.K.A
Zap Ice Spirit Tornado
Zap Tornado
Zap Tornado
P.E.K.K.A

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