My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 Flying Machine 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 Bats Flying Machine P.E.K.K.A Fisherman 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

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap

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 Bats 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Bats Zap Fisherman Flying Machine Ram Rider P.E.K.K.A

Shortest cycle

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

6 Skeletons Ice Spirit Bats Zap

Attack Synergies 4 15

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 Bats Fisherman Ram Rider
Bats
Ice Spirit Zap Flying Machine P.E.K.K.A Fisherman Ram Rider
Zap
Ice Spirit P.E.K.K.A Ram Rider Bats Flying Machine Fisherman
Flying Machine
Bats Zap P.E.K.K.A Ram Rider
P.E.K.K.A
Ice Spirit Zap Bats Flying Machine Fisherman Ram Rider
Fisherman
Ice Spirit Bats Zap P.E.K.K.A Ram Rider
Ram Rider
Zap Ice Spirit Bats Flying Machine P.E.K.K.A Fisherman

Defense Synergies 2 22

Skeletons
Fisherman Ice Spirit Bats Zap Flying Machine P.E.K.K.A Ram Rider
Ice Spirit
Zap Skeletons Bats Flying Machine P.E.K.K.A Fisherman Ram Rider
Bats
Skeletons Ice Spirit Zap P.E.K.K.A Fisherman
Zap
Ice Spirit Skeletons Bats Flying Machine P.E.K.K.A Fisherman Ram Rider
Flying Machine
Skeletons Ice Spirit Zap P.E.K.K.A Fisherman
P.E.K.K.A
Skeletons Ice Spirit Bats Zap Flying Machine Fisherman
Fisherman
Skeletons Ice Spirit Bats Zap Flying Machine P.E.K.K.A Ram Rider
Ram Rider
Skeletons Ice Spirit Zap Fisherman

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 Flying Machine Ram Rider
P.E.K.K.A Skeletons Ice Spirit Bats Zap Flying Machine Fisherman Ram Rider
P.E.K.K.A Fisherman Ram Rider Skeletons Bats
P.E.K.K.A Skeletons Bats Fisherman Ram Rider
P.E.K.K.A
Skeletons Bats Zap Flying Machine
Bats Ram Rider Ice Spirit Zap Flying Machine
Zap Flying Machine P.E.K.K.A Ram Rider
P.E.K.K.A Skeletons Fisherman
Skeletons Ice Spirit Fisherman
Bats Skeletons Zap Flying Machine Fisherman Ram Rider
Bats Zap Flying Machine Ram Rider
P.E.K.K.A Skeletons Ice Spirit Bats Zap Flying Machine Ram Rider
Ice Spirit Bats Zap P.E.K.K.A
P.E.K.K.A Ram Rider
Ice Spirit Zap P.E.K.K.A Fisherman Ram Rider
Skeletons Bats P.E.K.K.A Fisherman
Ice Spirit Bats Zap Flying Machine Fisherman Ram Rider
Zap Ice Spirit Bats Flying Machine Fisherman Ram Rider
P.E.K.K.A Fisherman Ram Rider
Bats Flying Machine P.E.K.K.A Fisherman

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 Fisherman
Zap Flying Machine Fisherman
P.E.K.K.A Skeletons Ice Spirit Bats Zap Fisherman Ram Rider
P.E.K.K.A Bats Zap Fisherman Ram Rider
P.E.K.K.A Skeletons Fisherman Ram Rider
Skeletons Ice Spirit Bats Zap Flying Machine Ram Rider
P.E.K.K.A Skeletons Bats Flying Machine Ram Rider
P.E.K.K.A Fisherman
Zap P.E.K.K.A Skeletons Ice Spirit Bats Flying Machine
P.E.K.K.A Skeletons
P.E.K.K.A Bats Flying Machine
P.E.K.K.A Zap
P.E.K.K.A Skeletons Ram Rider
Flying Machine
Skeletons Ice Spirit Bats Zap Flying Machine P.E.K.K.A Fisherman
Bats Zap Flying Machine 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.)

Flying Machine
Zap Flying Machine Fisherman Ram Rider
Flying Machine
Flying Machine
Zap
Ice Spirit Bats Zap Flying Machine Ram Rider
Flying Machine
Ice Spirit Zap Flying Machine Ram Rider
Zap Flying Machine Fisherman Ram Rider
Bats Fisherman
Zap Flying Machine Fisherman Ram Rider
Zap Flying Machine
Flying Machine Fisherman
Flying Machine Fisherman
Zap Flying Machine Fisherman
Zap Flying Machine
Flying Machine
Bats Fisherman
Zap Flying Machine Fisherman
Zap Flying Machine
Fisherman
Zap Flying Machine
Zap Ice Spirit
Fisherman
Zap Flying Machine Fisherman Ram Rider
Zap Flying Machine Fisherman Ram Rider
Zap Fisherman
Bats Zap Flying Machine
Zap Ice Spirit Bats Flying Machine
Zap
Zap Ice Spirit
P.E.K.K.A
Zap Ice Spirit Bats Flying Machine
Zap Flying Machine Ram Rider
Flying Machine
Zap Flying Machine
Zap
Flying Machine P.E.K.K.A
Zap Ice Spirit Bats Flying Machine
Bats Zap Flying Machine
Zap Flying Machine
P.E.K.K.A

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