My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Ice Golem

Defensive buildings

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

Tombstone

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 Ice Golem Tombstone Elixir Golem 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.

Elixir Golem

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.

Elixir Golem 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.

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Ice Golem 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.

Ice Golem Tombstone Elixir Golem P.E.K.K.A Mega Knight

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 Golem

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 Ice Golem Firecracker Tombstone Elixir Golem P.E.K.K.A Mega Knight

Shortest cycle

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

8 Skeletons Zap Ice Golem Firecracker

Attack Synergies 3 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
Firecracker P.E.K.K.A Ice Golem Elixir Golem Mega Knight
Firecracker
Zap Elixir Golem Ice Golem P.E.K.K.A Mega Knight
Ice Golem
Zap Firecracker
Tombstone
Elixir Golem
Firecracker Zap
P.E.K.K.A
Zap Firecracker
Mega Knight
Zap Firecracker

Defense Synergies 2 13

Skeletons
Zap Firecracker Ice Golem Tombstone P.E.K.K.A
Zap
Mega Knight Skeletons Firecracker Ice Golem Tombstone P.E.K.K.A
Firecracker
Ice Golem Skeletons Zap Tombstone P.E.K.K.A Mega Knight
Ice Golem
Firecracker Skeletons Zap Mega Knight
Tombstone
Skeletons Zap Firecracker
Elixir Golem
P.E.K.K.A
Skeletons Zap Firecracker
Mega Knight
Zap Firecracker Ice Golem

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 Firecracker Ice Golem Tombstone
P.E.K.K.A Skeletons Zap Firecracker Tombstone Mega Knight
P.E.K.K.A Mega Knight Skeletons Tombstone
P.E.K.K.A Skeletons Firecracker Tombstone Mega Knight
Firecracker Tombstone P.E.K.K.A Mega Knight
Skeletons Zap Firecracker Mega Knight
Zap Firecracker Tombstone
Zap Ice Golem P.E.K.K.A Mega Knight
P.E.K.K.A Skeletons Tombstone
Skeletons Firecracker Ice Golem Mega Knight
Skeletons Zap Firecracker Ice Golem Tombstone Mega Knight
Zap Firecracker
Tombstone P.E.K.K.A Mega Knight Skeletons Zap
Mega Knight Zap Firecracker Tombstone P.E.K.K.A
P.E.K.K.A Tombstone Mega Knight
Zap P.E.K.K.A Mega Knight
Mega Knight Skeletons Firecracker Tombstone P.E.K.K.A
Tombstone Mega Knight Zap Firecracker
Zap Firecracker Ice Golem Tombstone Mega Knight
P.E.K.K.A
Mega Knight Firecracker P.E.K.K.A
P.E.K.K.A Tombstone

Counters to secondary win conditions

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

Mega Knight Skeletons Zap Ice Golem Tombstone P.E.K.K.A
Zap Firecracker Ice Golem Mega Knight
Tombstone P.E.K.K.A Mega Knight Skeletons Zap Ice Golem
P.E.K.K.A Mega Knight Zap Ice Golem
P.E.K.K.A Skeletons Tombstone Mega Knight
Firecracker Skeletons Zap Ice Golem
P.E.K.K.A Skeletons Ice Golem Tombstone
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Skeletons Firecracker Ice Golem Tombstone
P.E.K.K.A Skeletons Tombstone
P.E.K.K.A Mega Knight Tombstone
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Mega Knight Skeletons Ice Golem Tombstone
Firecracker Mega Knight
Tombstone Skeletons Zap Firecracker Ice Golem P.E.K.K.A
Mega Knight Zap Firecracker Ice Golem P.E.K.K.A
Zap Tombstone

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.)

Firecracker Ice Golem
Firecracker Zap
Firecracker Ice Golem
Zap Firecracker Mega Knight
Firecracker Zap Ice Golem
Firecracker
Zap Firecracker Ice Golem
Zap Firecracker
Firecracker Zap
Zap Firecracker
Firecracker Ice Golem
Firecracker
Zap Firecracker Ice Golem
Zap Firecracker
Firecracker Mega Knight
Zap Firecracker Mega Knight
Zap Firecracker Mega Knight
Mega Knight
Zap
Zap Firecracker Ice Golem Mega Knight
Firecracker Zap
Zap Mega Knight
Zap Firecracker
Zap Firecracker Ice Golem
Zap Firecracker
Zap Mega Knight
Zap Firecracker
P.E.K.K.A Mega Knight
Firecracker
Zap Tombstone
Zap Firecracker
Firecracker Mega Knight
Zap Firecracker Ice Golem
Zap
Firecracker P.E.K.K.A Mega Knight
Zap Firecracker
Firecracker Zap
Zap Firecracker Mega Knight
P.E.K.K.A
Firecracker Mega Knight

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