My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Fire Spirit Bats Firecracker 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 Knight Firecracker 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.

Arrows

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.

Fire Spirit Knight 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.

Firecracker 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 Fire Spirit Bats Ram Rider
Zap
Skeletons Fire Spirit Bats Firecracker Ram Rider
Barbarian Barrel
Skeletons Fire Spirit Knight Firecracker
The Log
Skeletons Fire Spirit Firecracker Ram Rider
Earthquake
Skeletons Firecracker
Arrows
Skeletons Fire Spirit Bats Firecracker
Royal Delivery
Skeletons Fire Spirit Bats Knight Firecracker P.E.K.K.A Ram Rider
Fireball
Firecracker Ram Rider
Poison
Bats Firecracker
Lightning
Knight Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Firecracker

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.

Fire Spirit Bats Arrows Knight 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.

Fire 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Bats Arrows Knight Firecracker Ram Rider P.E.K.K.A

Shortest cycle

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

7 Skeletons Fire Spirit Bats Arrows

Attack Synergies 4 11

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
Fire Spirit
P.E.K.K.A Knight Ram Rider
Bats
Knight Firecracker P.E.K.K.A Ram Rider
Arrows
P.E.K.K.A Knight Ram Rider
Knight
Bats Firecracker Fire Spirit Arrows Ram Rider
Firecracker
Knight Bats P.E.K.K.A Ram Rider
P.E.K.K.A
Fire Spirit Arrows Bats Firecracker Ram Rider
Ram Rider
Fire Spirit Bats Arrows Knight Firecracker P.E.K.K.A

Defense Synergies 3 13

Skeletons
Fire Spirit Bats Knight Firecracker P.E.K.K.A Ram Rider
Fire Spirit
Knight Skeletons Firecracker P.E.K.K.A
Bats
Knight Skeletons Firecracker P.E.K.K.A
Arrows
Knight P.E.K.K.A
Knight
Fire Spirit Bats Firecracker Skeletons Arrows
Firecracker
Knight Skeletons Fire Spirit Bats P.E.K.K.A
P.E.K.K.A
Skeletons Fire Spirit Bats Arrows Firecracker
Ram Rider
Skeletons

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.

Knight Firecracker Ram Rider
P.E.K.K.A Skeletons Bats Knight Firecracker Ram Rider
P.E.K.K.A Ram Rider Skeletons Fire Spirit Bats Knight
P.E.K.K.A Skeletons Bats Knight Firecracker Ram Rider
Arrows Firecracker P.E.K.K.A
Arrows Skeletons Fire Spirit Bats Firecracker
Bats Ram Rider Fire Spirit Arrows Firecracker
Arrows P.E.K.K.A Ram Rider
P.E.K.K.A Skeletons
Knight Skeletons Fire Spirit Firecracker
Bats Skeletons Arrows Knight Firecracker Ram Rider
Arrows Bats Firecracker Ram Rider
P.E.K.K.A Skeletons Fire Spirit Bats Knight Ram Rider
Fire Spirit Bats Arrows Firecracker P.E.K.K.A
P.E.K.K.A Knight Ram Rider
P.E.K.K.A Ram Rider
Skeletons Bats Arrows Knight Firecracker P.E.K.K.A
Fire Spirit Arrows Bats Knight Firecracker Ram Rider
Arrows Fire Spirit Bats Knight Firecracker Ram Rider
P.E.K.K.A Ram Rider
Fire Spirit Bats Arrows Knight Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Knight Skeletons P.E.K.K.A
Arrows Knight Firecracker
P.E.K.K.A Skeletons Bats Knight Ram Rider
P.E.K.K.A Bats Knight Ram Rider
P.E.K.K.A Skeletons Knight Ram Rider
Fire Spirit Arrows Firecracker Skeletons Bats Ram Rider
P.E.K.K.A Skeletons Bats Knight Ram Rider
P.E.K.K.A Knight
P.E.K.K.A Skeletons Bats Knight Firecracker
P.E.K.K.A Skeletons
P.E.K.K.A Bats Knight
P.E.K.K.A Arrows
P.E.K.K.A Skeletons Knight Ram Rider
Firecracker
Skeletons Bats Knight Firecracker P.E.K.K.A
Bats Arrows Firecracker 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.)

Arrows Knight Firecracker
Arrows Firecracker Ram Rider
Arrows
Arrows Knight Firecracker
Fire Spirit Arrows Firecracker
Arrows Firecracker Fire Spirit Bats Ram Rider
Fire Spirit Arrows Firecracker
Arrows Fire Spirit Firecracker Ram Rider
Arrows Firecracker Ram Rider
Fire Spirit Bats
Firecracker Arrows Knight Ram Rider
Fire Spirit Arrows Firecracker
Fire Spirit Knight Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Bats
Fire Spirit Arrows Firecracker
Fire Spirit Arrows Firecracker
Arrows
Arrows
Arrows Firecracker Fire Spirit
Arrows Firecracker Ram Rider
Arrows Ram Rider
Arrows Firecracker
Fire Spirit Bats Arrows Firecracker
Bats Firecracker
Arrows
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Fire Spirit Bats
Fire Spirit Arrows Firecracker Ram Rider
Arrows
Knight Firecracker
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Bats Firecracker
Firecracker Bats
Firecracker
P.E.K.K.A
Firecracker

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