My Best Clash Royale Deck

Deck Check Rating

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

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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

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 Battle Ram P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Rage Tornado Lightning

Punishments

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

Battle Ram

Pump responses

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

Lightning

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado

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.

Battle Ram Rage Tornado 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Zap Rage Tornado Battle Ram Lightning P.E.K.K.A

Shortest cycle

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

5 Mirror Skeletons Zap Rage

Attack Synergies 5 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
Battle Ram Mirror Tornado P.E.K.K.A
Battle Ram
Zap Mirror Tornado Lightning P.E.K.K.A
Mirror
Zap Battle Ram Tornado Lightning
Rage
Tornado
Zap P.E.K.K.A Battle Ram Mirror
Lightning
Battle Ram Mirror
P.E.K.K.A
Zap Tornado Battle Ram

Defense Synergies 3 5

Skeletons
Zap Tornado P.E.K.K.A
Zap
Mirror Skeletons Tornado P.E.K.K.A
Battle Ram
Mirror
Zap Tornado
Rage
Tornado
Mirror P.E.K.K.A Skeletons Zap
Lightning
P.E.K.K.A
Tornado Skeletons Zap

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.

Lightning Zap
P.E.K.K.A Skeletons Zap
Tornado P.E.K.K.A Skeletons Lightning
P.E.K.K.A Skeletons
Lightning Tornado P.E.K.K.A
Tornado Skeletons Zap
Tornado Lightning Zap
Lightning Zap P.E.K.K.A
P.E.K.K.A Skeletons Tornado
Tornado Skeletons
Skeletons Zap Tornado
Zap Tornado
P.E.K.K.A Skeletons Zap Lightning
Zap Tornado P.E.K.K.A
P.E.K.K.A
Tornado Zap Lightning P.E.K.K.A
Skeletons Tornado P.E.K.K.A
Zap Tornado
Zap Tornado
P.E.K.K.A Tornado
P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A
Zap Lightning
P.E.K.K.A Skeletons Zap Lightning
Lightning P.E.K.K.A Zap Tornado
P.E.K.K.A Skeletons
Skeletons Zap Tornado
P.E.K.K.A Skeletons Lightning
P.E.K.K.A
Zap Lightning P.E.K.K.A Skeletons Tornado
P.E.K.K.A Skeletons
P.E.K.K.A
Lightning P.E.K.K.A Zap Tornado
Lightning P.E.K.K.A Skeletons
Skeletons Zap Tornado Lightning P.E.K.K.A
Zap P.E.K.K.A
Zap

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.)

Lightning
Zap Tornado
Lightning
Lightning
Zap
Zap Tornado
Tornado
Zap Tornado Lightning
Zap Tornado Lightning
Lightning Tornado
Lightning Zap Tornado
Lightning Zap Tornado
Lightning
Lightning
Lightning Zap
Lightning Zap
Lightning
Lightning Tornado
Lightning
Lightning Zap
Lightning Zap Tornado
Lightning
Lightning Tornado
Tornado Lightning
Lightning Zap
Zap Tornado
Zap Tornado Lightning
Lightning Zap Tornado
Lightning Zap Tornado
Lightning Zap Tornado
Zap Lightning
Lightning
Lightning Zap
Zap Lightning
P.E.K.K.A
Lightning
Zap Lightning
Lightning Zap Tornado
Lightning
Zap Lightning
Lightning Zap Tornado
P.E.K.K.A
Zap Tornado Lightning
Zap Tornado Lightning
Lightning Zap Tornado
P.E.K.K.A
Lightning

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