My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Magic Archer

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 Magic Archer Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap

Punishments

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

Mini P.E.K.K.A Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Heal Spirit Mini P.E.K.K.A Magic Archer 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Magic Archer Mega Knight

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.

Heal Spirit Mini P.E.K.K.A Mega Knight

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.

Goblin Barrel

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.

Heal Spirit Goblin Barrel

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 Heal Spirit Zap Cannon Goblin Barrel Mini P.E.K.K.A Magic Archer Mega Knight

Shortest cycle

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

7 Skeletons Heal Spirit Zap Cannon

Attack Synergies 0 10

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
Heal Spirit Mini P.E.K.K.A Magic Archer Mega Knight
Cannon
Heal Spirit
Zap Mini P.E.K.K.A Mega Knight
Mini P.E.K.K.A
Zap Heal Spirit Magic Archer Mega Knight
Goblin Barrel
Mega Knight
Magic Archer
Zap Mini P.E.K.K.A Mega Knight
Mega Knight
Zap Heal Spirit Mini P.E.K.K.A Goblin Barrel Magic Archer

Defense Synergies 4 8

Skeletons
Cannon Zap Mini P.E.K.K.A Magic Archer
Zap
Cannon Mini P.E.K.K.A Mega Knight Skeletons Magic Archer
Cannon
Skeletons Zap Mini P.E.K.K.A Magic Archer
Heal Spirit
Mini P.E.K.K.A
Zap Skeletons Cannon Magic Archer
Goblin Barrel
Magic Archer
Skeletons Zap Cannon Mini P.E.K.K.A Mega Knight
Mega Knight
Zap Magic Archer

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 Magic Archer
Mini P.E.K.K.A Skeletons Zap Cannon Mega Knight
Cannon Mini P.E.K.K.A Mega Knight Skeletons
Cannon Mini P.E.K.K.A Skeletons Mega Knight
Mini P.E.K.K.A Mega Knight
Skeletons Zap Cannon Magic Archer Mega Knight
Zap Cannon Magic Archer
Zap Cannon Magic Archer Mega Knight
Cannon Mini P.E.K.K.A Skeletons
Skeletons Cannon Mini P.E.K.K.A Mega Knight
Skeletons Zap Cannon Magic Archer Mega Knight
Zap Magic Archer
Cannon Mini P.E.K.K.A Mega Knight Skeletons Zap
Mega Knight Zap Cannon Mini P.E.K.K.A Magic Archer
Mini P.E.K.K.A Cannon Mega Knight
Zap Cannon Mini P.E.K.K.A Mega Knight
Mega Knight Skeletons Cannon Mini P.E.K.K.A
Cannon Mega Knight Zap Magic Archer
Zap Cannon Magic Archer Mega Knight
Mini P.E.K.K.A Cannon
Mega Knight Cannon Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Mega Knight Skeletons Zap
Zap Mini P.E.K.K.A Magic Archer Mega Knight
Mega Knight Skeletons Zap Mini P.E.K.K.A
Mini P.E.K.K.A Mega Knight Zap
Skeletons Cannon Mini P.E.K.K.A Mega Knight
Skeletons Zap Magic Archer
Mini P.E.K.K.A Skeletons
Mini P.E.K.K.A Mega Knight
Zap Mega Knight Skeletons Mini P.E.K.K.A Magic Archer
Skeletons Cannon
Mega Knight Mini P.E.K.K.A
Mega Knight Zap
Mini P.E.K.K.A Mega Knight Skeletons Cannon
Cannon Magic Archer Mega Knight
Skeletons Zap Mini P.E.K.K.A Magic Archer
Mega Knight Zap Cannon Mini P.E.K.K.A Magic Archer
Zap 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.)

Magic Archer
Zap Magic Archer
Magic Archer
Zap Magic Archer Mega Knight
Zap Magic Archer
Magic Archer
Zap Magic Archer
Zap
Mini P.E.K.K.A
Zap Magic Archer
Zap Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer Mega Knight
Mini P.E.K.K.A
Zap Mini P.E.K.K.A Magic Archer Mega Knight
Zap Magic Archer Mega Knight
Magic Archer Mega Knight
Zap
Zap Magic Archer Mega Knight
Zap Magic Archer
Zap Magic Archer Mega Knight
Zap Magic Archer
Zap Magic Archer
Zap
Mini P.E.K.K.A
Zap Magic Archer Mega Knight
Zap Magic Archer
Mega Knight
Magic Archer
Zap Magic Archer
Zap Magic Archer
Mini P.E.K.K.A Magic Archer Mega Knight
Zap Magic Archer
Zap
Mega Knight
Zap Magic Archer
Zap Magic Archer
Zap Magic Archer Mega Knight
Mega Knight

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