My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Missing

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 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.

Zap Arrows Fireball Rocket

Pump responses

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

Fireball Rocket

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Rocket

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.

Arrows Rocket Skeleton Army 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 Skeleton Army

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.

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.

Great!

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 Skeleton Army Fireball Rocket P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Arrows Cannon

Attack Synergies 5 0

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 Fireball P.E.K.K.A
Arrows
Zap Fireball P.E.K.K.A
Cannon
Fireball
Zap Arrows
Rocket
Skeleton Army
P.E.K.K.A
Zap Arrows

Defense Synergies 3 11

Skeletons
Cannon Zap P.E.K.K.A
Zap
Cannon Fireball Skeletons Arrows Skeleton Army P.E.K.K.A
Arrows
Zap Cannon Fireball P.E.K.K.A
Cannon
Skeletons Zap Arrows Fireball Rocket Skeleton Army
Fireball
Zap Arrows Cannon
Rocket
Cannon
Skeleton Army
Zap Cannon
P.E.K.K.A
Skeletons Zap Arrows

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 Zap Cannon Fireball
Skeleton Army P.E.K.K.A Skeletons Zap Cannon
Cannon Rocket Skeleton Army P.E.K.K.A Skeletons
Cannon Skeleton Army P.E.K.K.A Skeletons
Arrows Fireball Rocket Skeleton Army P.E.K.K.A
Arrows Fireball Skeleton Army Skeletons Zap Cannon
Rocket Zap Arrows Cannon Fireball
Rocket Zap Arrows Cannon Fireball P.E.K.K.A
Cannon P.E.K.K.A Skeletons Skeleton Army
Skeleton Army Skeletons Cannon
Skeleton Army Skeletons Zap Arrows Cannon Fireball
Arrows Zap Fireball
Cannon Skeleton Army P.E.K.K.A Skeletons Zap Fireball Rocket
Fireball Rocket Skeleton Army Zap Arrows Cannon P.E.K.K.A
Skeleton Army P.E.K.K.A Cannon
Rocket Skeleton Army Zap Cannon Fireball P.E.K.K.A
Skeletons Arrows Cannon Fireball Skeleton Army P.E.K.K.A
Arrows Cannon Fireball Zap Skeleton Army
Zap Arrows Cannon Fireball
P.E.K.K.A Cannon
Skeleton Army Arrows Cannon Fireball P.E.K.K.A
P.E.K.K.A Cannon Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Skeletons Zap Fireball P.E.K.K.A
Fireball Zap Arrows Rocket
Skeleton Army P.E.K.K.A Skeletons Zap Rocket
Rocket Skeleton Army P.E.K.K.A Zap Fireball
P.E.K.K.A Skeletons Cannon Skeleton Army
Arrows Fireball Rocket Skeletons Zap
Rocket Skeleton Army P.E.K.K.A Skeletons Fireball
P.E.K.K.A Skeleton Army
Zap Rocket P.E.K.K.A Skeletons Fireball Skeleton Army
P.E.K.K.A Skeletons Cannon Skeleton Army
P.E.K.K.A
Rocket Skeleton Army P.E.K.K.A Zap Arrows Fireball
Rocket Skeleton Army P.E.K.K.A Skeletons Cannon Fireball
Cannon Fireball Skeleton Army
Skeleton Army Skeletons Zap Fireball Rocket P.E.K.K.A
Arrows Zap Cannon Fireball P.E.K.K.A
Zap 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 Rocket
Arrows Fireball Zap
Rocket Arrows Fireball
Arrows Fireball Rocket
Fireball Rocket Zap Arrows
Arrows Fireball Zap Rocket
Arrows
Arrows Fireball Zap
Arrows Fireball Zap
Rocket Fireball
Rocket Zap Arrows Fireball
Fireball Zap Arrows Rocket
Rocket Fireball
Arrows Fireball Rocket
Zap Arrows Fireball
Rocket Zap Arrows Fireball
Arrows Fireball Rocket
Arrows Fireball Rocket
Rocket
Rocket Zap Arrows Fireball
Rocket Zap Arrows Fireball
Rocket Fireball
Rocket Arrows Fireball
Rocket
Rocket Zap Arrows Fireball
Zap Arrows Fireball
Arrows Fireball Zap
Fireball Zap Arrows
Fireball Rocket Zap Arrows
Zap Arrows Fireball
Zap Rocket Fireball
Fireball
Zap Arrows Fireball Rocket
Zap Rocket Arrows Fireball
P.E.K.K.A
Rocket Arrows Fireball
Zap Fireball Rocket Skeleton Army
Fireball Rocket Zap Arrows
Arrows Fireball
Fireball Rocket
Arrows Zap Fireball
Rocket Zap Arrows Fireball
P.E.K.K.A
Zap Fireball Rocket
Zap Fireball Rocket
Zap Fireball Rocket
P.E.K.K.A
Fireball Rocket

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