My Best Clash Royale Deck

Deck Check Rating

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

1 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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Bats Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Drill

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 P.E.K.K.A Magic Archer

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Zap Fireball

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball Goblin Drill

Dropped at the bridge

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

Ice Spirit P.E.K.K.A Magic Archer

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.

Goblin Drill Magic Archer

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 Goblin Drill
Giant Snowball
Skeletons Bats Goblin Drill
Zap
Skeletons Bats Goblin Drill
Barbarian Barrel
Skeletons Ice Spirit Goblin Drill Magic Archer
The Log
Skeletons Ice Spirit Goblin Drill
Earthquake
Skeletons Goblin Drill
Arrows
Skeletons Ice Spirit Bats Goblin Drill
Royal Delivery
Skeletons Ice Spirit Bats Goblin Drill P.E.K.K.A Magic Archer
Fireball
Goblin Drill Magic Archer
Poison
Bats Goblin Drill Magic Archer
Lightning
Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Fireball Magic Archer

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 Goblin Drill 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.

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 Fireball Goblin Drill Magic Archer 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 6 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
Zap P.E.K.K.A Bats Goblin Drill
Bats
Ice Spirit Zap Goblin Drill P.E.K.K.A
Zap
Ice Spirit Fireball P.E.K.K.A Bats Magic Archer
Fireball
Zap Goblin Drill Magic Archer
Goblin Drill
Fireball Ice Spirit Bats
P.E.K.K.A
Ice Spirit Zap Magic Archer Bats
Magic Archer
P.E.K.K.A Zap Fireball

Defense Synergies 2 18

Skeletons
Ice Spirit Bats Zap P.E.K.K.A Magic Archer
Ice Spirit
Zap Skeletons Bats Fireball Goblin Drill P.E.K.K.A Magic Archer
Bats
Skeletons Ice Spirit Zap Goblin Drill P.E.K.K.A
Zap
Ice Spirit Fireball Skeletons Bats Goblin Drill P.E.K.K.A Magic Archer
Fireball
Zap Ice Spirit Goblin Drill
Goblin Drill
Ice Spirit Bats Zap Fireball Magic Archer
P.E.K.K.A
Skeletons Ice Spirit Bats Zap
Magic Archer
Skeletons Ice Spirit Zap Goblin Drill

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 Fireball Magic Archer
P.E.K.K.A Skeletons Ice Spirit Bats Zap Goblin Drill
P.E.K.K.A Skeletons Bats Goblin Drill
P.E.K.K.A Skeletons Bats Goblin Drill
Fireball P.E.K.K.A
Fireball Skeletons Bats Zap Magic Archer
Bats Ice Spirit Zap Fireball Magic Archer
Zap Fireball P.E.K.K.A Magic Archer
P.E.K.K.A Skeletons Goblin Drill
Skeletons Ice Spirit
Bats Skeletons Zap Fireball Goblin Drill Magic Archer
Bats Zap Fireball Magic Archer
Goblin Drill P.E.K.K.A Skeletons Ice Spirit Bats Zap Fireball
Fireball Ice Spirit Bats Zap Goblin Drill P.E.K.K.A Magic Archer
P.E.K.K.A Goblin Drill
Ice Spirit Zap Fireball Goblin Drill P.E.K.K.A
Skeletons Bats Fireball Goblin Drill P.E.K.K.A
Ice Spirit Fireball Bats Zap Goblin Drill Magic Archer
Zap Goblin Drill Ice Spirit Bats Fireball Magic Archer
P.E.K.K.A Goblin Drill
Bats Fireball P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap Fireball P.E.K.K.A
Fireball Zap Magic Archer
P.E.K.K.A Skeletons Ice Spirit Bats Zap
P.E.K.K.A Bats Zap Fireball
P.E.K.K.A Skeletons Goblin Drill
Fireball Skeletons Ice Spirit Bats Zap Magic Archer
P.E.K.K.A Skeletons Bats Fireball
P.E.K.K.A
Zap P.E.K.K.A Skeletons Ice Spirit Bats Fireball Magic Archer
P.E.K.K.A Skeletons Goblin Drill
P.E.K.K.A Bats
P.E.K.K.A Zap Fireball
P.E.K.K.A Skeletons Fireball
Fireball Magic Archer
Skeletons Ice Spirit Bats Zap Fireball Goblin Drill P.E.K.K.A Magic Archer
Bats Zap Fireball P.E.K.K.A Magic Archer
Zap 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 Magic Archer Goblin Drill
Fireball Zap Magic Archer
Fireball Goblin Drill Magic Archer
Fireball
Fireball Zap Magic Archer
Fireball Ice Spirit Bats Zap Magic Archer
Magic Archer
Fireball Ice Spirit Zap Magic Archer
Fireball Zap
Bats Fireball
Zap Fireball Magic Archer
Fireball Zap Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball Goblin Drill Magic Archer
Magic Archer Fireball
Fireball
Bats
Zap Fireball Magic Archer
Zap Fireball Magic Archer
Fireball Magic Archer
Fireball
Zap Fireball Goblin Drill
Zap Ice Spirit Fireball Magic Archer
Fireball Zap Magic Archer
Fireball Zap Magic Archer
Fireball Zap Magic Archer
Bats Zap Fireball Magic Archer
Zap Ice Spirit Bats Fireball
Fireball
Zap Fireball Magic Archer
Zap Ice Spirit Fireball Magic Archer
P.E.K.K.A
Fireball Magic Archer
Zap Ice Spirit Bats Fireball Magic Archer
Fireball Zap Magic Archer
Fireball
Fireball Magic Archer
Zap Fireball Magic Archer
Zap Fireball
P.E.K.K.A
Zap Ice Spirit Bats Fireball Magic Archer
Bats Zap Fireball Magic Archer
Zap Fireball Magic Archer
P.E.K.K.A
Fireball

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