My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Similar decks

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.

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 Ice Spirit Knight 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 Fireball

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.

Fireball

Dropped at the bridge

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

Ice 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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Fireball

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 Arrows Knight P.E.K.K.A

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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 Fireball

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 Ice Spirit Arrows Knight Cannon Fireball Ram Rider P.E.K.K.A

Shortest cycle

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

8 Skeletons Ice Spirit Arrows Knight

Attack Synergies 4 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
Knight P.E.K.K.A Ram Rider
Arrows
Fireball P.E.K.K.A Knight Ram Rider
Knight
Ice Spirit Arrows Fireball Ram Rider
Cannon
Fireball
Arrows Knight Ram Rider
P.E.K.K.A
Ice Spirit Arrows Ram Rider
Ram Rider
Ice Spirit Arrows Knight Fireball P.E.K.K.A

Defense Synergies 2 16

Skeletons
Cannon Ice Spirit Knight P.E.K.K.A Ram Rider
Ice Spirit
Skeletons Knight Cannon Fireball P.E.K.K.A Ram Rider
Arrows
Knight Cannon Fireball P.E.K.K.A
Knight
Cannon Skeletons Ice Spirit Arrows Fireball
Cannon
Skeletons Knight Ice Spirit Arrows Fireball
Fireball
Ice Spirit Arrows Knight Cannon Ram Rider
P.E.K.K.A
Skeletons Ice Spirit Arrows
Ram Rider
Skeletons Ice Spirit Fireball

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 Cannon Fireball Ram Rider
P.E.K.K.A Skeletons Ice Spirit Knight Cannon Ram Rider
Cannon P.E.K.K.A Ram Rider Skeletons Knight
Cannon P.E.K.K.A Skeletons Knight Ram Rider
Arrows Fireball P.E.K.K.A
Arrows Fireball Skeletons Cannon
Ram Rider Ice Spirit Arrows Cannon Fireball
Arrows Cannon Fireball P.E.K.K.A Ram Rider
Cannon P.E.K.K.A Skeletons
Knight Skeletons Ice Spirit Cannon
Skeletons Arrows Knight Cannon Fireball Ram Rider
Arrows Fireball Ram Rider
Cannon P.E.K.K.A Skeletons Ice Spirit Knight Fireball Ram Rider
Fireball Ice Spirit Arrows Cannon P.E.K.K.A
P.E.K.K.A Knight Cannon Ram Rider
Ice Spirit Cannon Fireball P.E.K.K.A Ram Rider
Skeletons Arrows Knight Cannon Fireball P.E.K.K.A
Ice Spirit Arrows Cannon Fireball Knight Ram Rider
Arrows Ice Spirit Knight Cannon Fireball Ram Rider
P.E.K.K.A Cannon Ram Rider
Arrows Knight Cannon Fireball 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 Fireball P.E.K.K.A
Fireball Arrows Knight
P.E.K.K.A Skeletons Ice Spirit Knight Ram Rider
P.E.K.K.A Knight Fireball Ram Rider
P.E.K.K.A Skeletons Knight Cannon Ram Rider
Arrows Fireball Skeletons Ice Spirit Ram Rider
P.E.K.K.A Skeletons Knight Fireball Ram Rider
P.E.K.K.A Knight
P.E.K.K.A Skeletons Ice Spirit Knight Fireball
P.E.K.K.A Skeletons Cannon
P.E.K.K.A Knight
P.E.K.K.A Arrows Fireball
P.E.K.K.A Skeletons Knight Cannon Fireball Ram Rider
Cannon Fireball
Skeletons Ice Spirit Knight Fireball P.E.K.K.A
Arrows Cannon Fireball P.E.K.K.A
Arrows Cannon Fireball

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.)

Fireball Arrows Knight
Arrows Fireball Ram Rider
Arrows Fireball
Arrows Knight Fireball
Fireball Arrows
Arrows Fireball Ice Spirit Ram Rider
Arrows
Arrows Fireball Ice Spirit Ram Rider
Arrows Fireball Ram Rider
Fireball
Arrows Knight Fireball Ram Rider
Fireball Arrows
Knight Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Ice Spirit Fireball
Arrows Fireball Ram Rider
Fireball Arrows Ram Rider
Fireball Arrows
Arrows Fireball
Ice Spirit Fireball
Fireball
Arrows Fireball
Ice Spirit Arrows Fireball
P.E.K.K.A
Arrows Fireball
Ice Spirit Fireball
Fireball Arrows Ram Rider
Arrows Fireball
Fireball Knight
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Ice Spirit Fireball
Fireball
Fireball
P.E.K.K.A
Fireball

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