My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats 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 Bats P.E.K.K.A Ram Rider Goblinstein

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.

Arrows Rage Lightning

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.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Arrows Rage 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Rage Arrows Ram Rider Goblinstein Lightning P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats Rage Arrows

Attack Synergies 2 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.

Skeletons
Bats
Rage P.E.K.K.A Ram Rider
Arrows
P.E.K.K.A Lightning Ram Rider
Rage
Bats
Lightning
Ram Rider Arrows
P.E.K.K.A
Arrows Bats Ram Rider
Ram Rider
Lightning Bats Arrows P.E.K.K.A
Goblinstein

Defense Synergies 0 6

Skeletons
Bats P.E.K.K.A Ram Rider
Bats
Skeletons P.E.K.K.A
Arrows
Lightning P.E.K.K.A
Rage
Lightning
Arrows
P.E.K.K.A
Skeletons Bats Arrows
Ram Rider
Skeletons
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.

Lightning Ram Rider
P.E.K.K.A Skeletons Bats Ram Rider
P.E.K.K.A Ram Rider Skeletons Bats Lightning
P.E.K.K.A Skeletons Bats Ram Rider
Lightning Arrows P.E.K.K.A
Arrows Skeletons Bats
Bats Lightning Ram Rider Arrows
Lightning Arrows P.E.K.K.A Ram Rider
P.E.K.K.A Skeletons
Skeletons
Bats Skeletons Arrows Ram Rider
Arrows Bats Ram Rider
P.E.K.K.A Skeletons Bats Lightning Ram Rider
Bats Arrows P.E.K.K.A
P.E.K.K.A Ram Rider
Lightning P.E.K.K.A Ram Rider
Skeletons Bats Arrows P.E.K.K.A
Arrows Bats Ram Rider
Arrows Bats Ram Rider
P.E.K.K.A Ram Rider
Bats Arrows 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 Lightning
P.E.K.K.A Skeletons Bats Lightning Ram Rider
Lightning P.E.K.K.A Bats Ram Rider
P.E.K.K.A Skeletons Ram Rider
Arrows Skeletons Bats Ram Rider
P.E.K.K.A Skeletons Bats Lightning Ram Rider
P.E.K.K.A
Lightning P.E.K.K.A Skeletons Bats
P.E.K.K.A Skeletons
P.E.K.K.A Bats
Lightning P.E.K.K.A Arrows
Lightning P.E.K.K.A Skeletons Ram Rider
Skeletons Bats Lightning P.E.K.K.A
Bats Arrows P.E.K.K.A
Arrows

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.)

Lightning Arrows
Arrows Ram Rider
Lightning Arrows
Lightning Arrows
Arrows
Arrows Bats Ram Rider
Arrows
Arrows Lightning Ram Rider
Arrows Lightning Ram Rider
Lightning Bats
Lightning Arrows Ram Rider
Lightning Arrows
Lightning
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Arrows
Lightning Arrows
Bats Lightning
Lightning Arrows
Lightning Arrows
Lightning
Lightning Arrows
Lightning
Lightning Arrows
Arrows
Arrows Lightning Ram Rider
Lightning Arrows Ram Rider
Lightning Arrows
Lightning Bats Arrows
Lightning Bats
Lightning
Lightning Arrows
Lightning Arrows
P.E.K.K.A
Arrows Lightning
Lightning Bats
Lightning Arrows Ram Rider
Arrows
Lightning
Arrows Lightning
Lightning Arrows
P.E.K.K.A
Bats Lightning
Bats Lightning
Lightning
P.E.K.K.A
Lightning

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