My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard

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.

Skeletons Battle Ram P.E.K.K.A Ice Wizard Goblinstein

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Arrows Rage

Punishments

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

Battle Ram

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.

Battle Ram 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 Battle Ram
Giant Snowball
Skeletons Cannon Battle Ram
Zap
Skeletons Cannon Battle Ram
Barbarian Barrel
Skeletons Cannon Battle Ram Ice Wizard
The Log
Skeletons Cannon Battle Ram
Earthquake
Skeletons Cannon
Arrows
Skeletons
Royal Delivery
Skeletons Battle Ram P.E.K.K.A Ice Wizard
Fireball
Cannon Battle Ram Ice Wizard
Poison
Cannon Ice Wizard
Lightning
Cannon Battle Ram Ice Wizard Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Ice Wizard

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.

Arrows Battle Ram Rage P.E.K.K.A Ice Wizard

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 Wizard

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Rage Arrows Cannon Ice Wizard Battle Ram Goblinstein P.E.K.K.A

Shortest cycle

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

9 Skeletons Rage Arrows Cannon

Attack Synergies 1 3

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
Arrows
P.E.K.K.A Battle Ram
Cannon
Battle Ram
Arrows P.E.K.K.A
Rage
P.E.K.K.A
Arrows Battle Ram Ice Wizard
Ice Wizard
P.E.K.K.A
Goblinstein

Defense Synergies 1 7

Skeletons
Cannon P.E.K.K.A Ice Wizard
Arrows
Cannon P.E.K.K.A Ice Wizard
Cannon
Skeletons Arrows Ice Wizard
Battle Ram
Rage
P.E.K.K.A
Skeletons Arrows Ice Wizard
Ice Wizard
Skeletons Arrows Cannon P.E.K.K.A
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.

Cannon
P.E.K.K.A Skeletons Cannon Ice Wizard
Cannon P.E.K.K.A Skeletons Ice Wizard
Cannon P.E.K.K.A Skeletons Ice Wizard
Arrows P.E.K.K.A
Arrows Skeletons Cannon Ice Wizard
Arrows Cannon Ice Wizard
Arrows Cannon P.E.K.K.A
Cannon P.E.K.K.A Skeletons Ice Wizard
Skeletons Cannon Ice Wizard
Ice Wizard Skeletons Arrows Cannon
Arrows Ice Wizard
Cannon P.E.K.K.A Skeletons Ice Wizard
Arrows Cannon P.E.K.K.A
P.E.K.K.A Cannon
Cannon P.E.K.K.A
Skeletons Arrows Cannon P.E.K.K.A
Arrows Cannon Ice Wizard
Arrows Cannon Ice Wizard
P.E.K.K.A Cannon
Arrows Cannon P.E.K.K.A

Counters to secondary win conditions

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

Skeletons P.E.K.K.A
Arrows
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Skeletons Cannon
Arrows Skeletons Ice Wizard
P.E.K.K.A Skeletons Ice Wizard
P.E.K.K.A
P.E.K.K.A Skeletons
P.E.K.K.A Skeletons Cannon
P.E.K.K.A
P.E.K.K.A Arrows
P.E.K.K.A Skeletons Cannon
Cannon
Skeletons P.E.K.K.A
Arrows Cannon P.E.K.K.A Ice Wizard
Arrows Cannon Ice Wizard

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
Arrows Ice Wizard
Arrows
Arrows
Arrows
Arrows Ice Wizard
Arrows
Arrows Ice Wizard
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Ice Wizard
Arrows Ice Wizard
Arrows
Arrows
Arrows Ice Wizard
Arrows
Arrows
P.E.K.K.A
Arrows
Arrows Ice Wizard
Arrows
Arrows
Arrows
P.E.K.K.A
P.E.K.K.A

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