My Best Clash Royale Deck

Deck Check Rating

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

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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 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!
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.

Firecracker

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 Knight Firecracker P.E.K.K.A

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rocket Tornado Poison

Pump responses

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

Rocket Poison

Dropped at the bridge

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

Knight P.E.K.K.A

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

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
Giant Snowball
Skeletons
Zap
Skeletons Firecracker
Barbarian Barrel
Skeletons Knight Firecracker
The Log
Skeletons Firecracker
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Knight Firecracker P.E.K.K.A
Fireball
Firecracker
Poison
Firecracker
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Rocket Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Rocket Tornado Poison

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.

Knight Rocket Tornado Poison 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Knight Firecracker Tornado Poison Rocket P.E.K.K.A

Shortest cycle

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

7 Mirror Skeletons Knight Firecracker

Attack Synergies 4 8

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
Knight
Firecracker Poison
Firecracker
Knight Mirror Tornado P.E.K.K.A
Rocket
Tornado Mirror
Mirror
Firecracker Rocket Tornado Poison
Tornado
Rocket P.E.K.K.A Firecracker Mirror Poison
Poison
P.E.K.K.A Knight Mirror Tornado
P.E.K.K.A
Tornado Poison Firecracker

Defense Synergies 4 12

Skeletons
Knight Firecracker Tornado Poison P.E.K.K.A
Knight
Firecracker Skeletons Tornado Poison
Firecracker
Knight Skeletons Mirror Tornado P.E.K.K.A
Rocket
Tornado
Mirror
Tornado Firecracker Poison
Tornado
Rocket Mirror P.E.K.K.A Skeletons Knight Firecracker Poison
Poison
Skeletons Knight Mirror Tornado
P.E.K.K.A
Tornado Skeletons Firecracker

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.

Rocket Knight Firecracker
P.E.K.K.A Skeletons Knight Firecracker
Rocket Tornado P.E.K.K.A Skeletons Knight
P.E.K.K.A Skeletons Knight Firecracker
Firecracker Rocket Tornado Poison P.E.K.K.A
Tornado Skeletons Firecracker
Rocket Tornado Firecracker Poison
Rocket Poison P.E.K.K.A
P.E.K.K.A Skeletons Tornado
Knight Tornado Skeletons Firecracker
Poison Skeletons Knight Firecracker Tornado
Firecracker Tornado Poison
P.E.K.K.A Skeletons Knight Rocket
Rocket Firecracker Tornado Poison P.E.K.K.A
P.E.K.K.A Knight
Rocket Tornado P.E.K.K.A
Skeletons Knight Firecracker Tornado Poison P.E.K.K.A
Knight Firecracker Tornado
Tornado Poison Knight Firecracker
P.E.K.K.A Tornado
Knight Firecracker Poison 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
Poison Knight Firecracker Rocket
P.E.K.K.A Skeletons Knight Rocket
Rocket P.E.K.K.A Knight Tornado
P.E.K.K.A Skeletons Knight
Firecracker Rocket Poison Skeletons Tornado
Rocket P.E.K.K.A Skeletons Knight
P.E.K.K.A Knight
Rocket P.E.K.K.A Skeletons Knight Firecracker Tornado Poison
P.E.K.K.A Skeletons
P.E.K.K.A Knight
Rocket P.E.K.K.A Tornado Poison
Rocket P.E.K.K.A Skeletons Knight
Firecracker
Skeletons Knight Firecracker Rocket Tornado Poison P.E.K.K.A
Poison Firecracker P.E.K.K.A

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.)

Poison Knight Firecracker Rocket
Firecracker Poison Tornado
Rocket Poison
Knight Firecracker Rocket Poison
Rocket Poison Firecracker
Firecracker Poison Rocket Tornado
Firecracker Tornado Poison
Poison Firecracker Tornado
Poison Firecracker Tornado
Rocket Tornado Poison
Firecracker Rocket Poison Knight Tornado
Poison Firecracker Rocket Tornado
Rocket Poison Knight Firecracker
Firecracker Rocket Poison
Firecracker Poison
Rocket Firecracker Poison
Firecracker Rocket Poison
Rocket Tornado Poison
Rocket
Rocket Firecracker Poison
Rocket Firecracker Tornado Poison
Rocket Poison
Rocket Tornado Poison
Rocket Tornado
Rocket Poison
Firecracker Tornado Poison
Firecracker Poison Tornado
Tornado Poison
Rocket Poison Firecracker Tornado
Poison Firecracker Tornado
Rocket Firecracker Poison
Poison Rocket
Rocket Firecracker Poison
P.E.K.K.A
Rocket Firecracker Poison
Rocket
Rocket Poison Firecracker Tornado
Poison Knight Firecracker Rocket
Firecracker Poison
Rocket Tornado Poison
Firecracker P.E.K.K.A
Firecracker Rocket Tornado Poison
Firecracker Rocket Tornado Poison
Poison Firecracker Rocket Tornado
P.E.K.K.A
Firecracker Rocket

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