My Best Clash Royale Deck

Deck Check Rating

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

4 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 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!
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 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!

Similar decks

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.

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 Firecracker P.E.K.K.A Mega Knight

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.

Zap Arrows Freeze

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mega Knight

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.

P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Freeze Mega Knight

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.

Arrows Freeze P.E.K.K.A Mega Knight

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 Zap Arrows Cannon Firecracker Freeze P.E.K.K.A Mega Knight

Shortest cycle

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

9 Skeletons Zap Arrows Cannon

Attack Synergies 4 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
Zap
Arrows Firecracker P.E.K.K.A Freeze Mega Knight
Arrows
Zap P.E.K.K.A Freeze Mega Knight
Cannon
Firecracker
Zap P.E.K.K.A Mega Knight
Freeze
Zap Arrows
P.E.K.K.A
Zap Arrows Firecracker
Mega Knight
Zap Arrows Firecracker

Defense Synergies 4 12

Skeletons
Cannon Zap Firecracker P.E.K.K.A
Zap
Cannon Mega Knight Skeletons Arrows Firecracker P.E.K.K.A
Arrows
Mega Knight Zap Cannon P.E.K.K.A
Cannon
Skeletons Zap Arrows Firecracker
Firecracker
Skeletons Zap Cannon P.E.K.K.A Mega Knight
Freeze
Mega Knight
P.E.K.K.A
Skeletons Zap Arrows Firecracker
Mega Knight
Zap Arrows Firecracker Freeze

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 Cannon Firecracker
P.E.K.K.A Skeletons Zap Cannon Firecracker Mega Knight
Cannon P.E.K.K.A Mega Knight Skeletons Freeze
Cannon P.E.K.K.A Skeletons Firecracker Mega Knight
Arrows Firecracker P.E.K.K.A Mega Knight
Arrows Freeze Skeletons Zap Cannon Firecracker Mega Knight
Zap Arrows Cannon Firecracker Freeze
Zap Arrows Cannon P.E.K.K.A Mega Knight
Cannon P.E.K.K.A Skeletons
Skeletons Cannon Firecracker Mega Knight
Skeletons Zap Arrows Cannon Firecracker Freeze Mega Knight
Arrows Zap Firecracker
Cannon P.E.K.K.A Mega Knight Skeletons Zap Freeze
Mega Knight Zap Arrows Cannon Firecracker Freeze P.E.K.K.A
P.E.K.K.A Cannon Mega Knight
Zap Cannon Freeze P.E.K.K.A Mega Knight
Mega Knight Skeletons Arrows Cannon Firecracker P.E.K.K.A
Arrows Cannon Mega Knight Zap Firecracker
Zap Arrows Freeze Cannon Firecracker Mega Knight
P.E.K.K.A Cannon
Mega Knight Arrows Cannon Firecracker P.E.K.K.A
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Mega Knight Skeletons Zap P.E.K.K.A
Zap Arrows Firecracker Mega Knight
P.E.K.K.A Mega Knight Skeletons Zap
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Skeletons Cannon Mega Knight
Arrows Firecracker Skeletons Zap Freeze
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight
Zap Freeze P.E.K.K.A Mega Knight Skeletons Firecracker
P.E.K.K.A Skeletons Cannon
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Arrows
P.E.K.K.A Mega Knight Skeletons Cannon
Cannon Firecracker Mega Knight
Skeletons Zap Firecracker Freeze P.E.K.K.A
Arrows Mega Knight Zap Cannon Firecracker Freeze P.E.K.K.A
Zap Arrows Cannon

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 Firecracker Freeze
Arrows Firecracker Zap
Arrows
Arrows Firecracker Freeze
Zap Arrows Firecracker Mega Knight
Arrows Firecracker Zap Freeze
Arrows Firecracker
Arrows Zap Firecracker Freeze
Arrows Zap Firecracker
Firecracker Zap Arrows
Zap Arrows Firecracker
Firecracker
Arrows Firecracker Freeze
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Freeze
Zap Arrows Firecracker Mega Knight
Zap Arrows Firecracker Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Firecracker Freeze Mega Knight
Arrows Firecracker Zap
Zap Arrows Mega Knight
Zap Arrows Firecracker
Zap Arrows Firecracker
Zap Firecracker Freeze
Zap Arrows Mega Knight
Zap Arrows Firecracker Freeze
P.E.K.K.A Mega Knight
Arrows Firecracker
Zap Freeze
Zap Arrows Firecracker
Freeze
Arrows
Firecracker Mega Knight
Arrows Zap Firecracker
Zap Arrows
Firecracker P.E.K.K.A Mega Knight
Zap Firecracker Freeze
Firecracker Zap
Zap Firecracker Freeze Mega Knight
P.E.K.K.A
Firecracker Mega Knight

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