My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Bats Ram Rider

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.

Bats Giant Skeleton P.E.K.K.A Bandit Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Fireball Rage

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 Bandit Ram Rider

Pump responses

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

Fireball

Dropped at the bridge

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

Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Bandit Ram Rider

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 Giant Skeleton Bandit Ram Rider

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
Bats Giant Skeleton Bandit Ram Rider
Giant Snowball
Bats Ram Rider
Zap
Bats Bandit Ram Rider
Barbarian Barrel
Giant Skeleton Bandit
The Log
Mini P.E.K.K.A Giant Skeleton Bandit Ram Rider
Earthquake
Arrows
Bats
Royal Delivery
Bats Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Bandit Ram Rider
Fireball
Bandit Ram Rider
Poison
Bats
Lightning
Mini P.E.K.K.A Bandit Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball

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.

Bats Mini P.E.K.K.A Rage Giant Skeleton 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

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Rage Bandit Fireball Mini P.E.K.K.A Ram Rider Giant Skeleton P.E.K.K.A

Shortest cycle

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

11 Bats Rage Bandit Fireball

Attack Synergies 1 13

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.

Bats
Giant Skeleton Mini P.E.K.K.A Rage P.E.K.K.A Bandit Ram Rider
Fireball
Ram Rider
Mini P.E.K.K.A
Bats Rage Giant Skeleton Ram Rider
Rage
Bats Mini P.E.K.K.A Giant Skeleton
Giant Skeleton
Bats Mini P.E.K.K.A Rage Bandit
P.E.K.K.A
Bats Ram Rider
Bandit
Bats Giant Skeleton Ram Rider
Ram Rider
Bats Fireball Mini P.E.K.K.A P.E.K.K.A Bandit

Defense Synergies 0 9

Bats
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Bandit
Fireball
Mini P.E.K.K.A Bandit Ram Rider
Mini P.E.K.K.A
Bats Fireball Ram Rider
Rage
Giant Skeleton
Bats
P.E.K.K.A
Bats
Bandit
Bats Fireball Ram Rider
Ram Rider
Fireball Mini P.E.K.K.A Bandit

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.

Fireball Ram Rider
Mini P.E.K.K.A P.E.K.K.A Bats Bandit Ram Rider
Mini P.E.K.K.A P.E.K.K.A Ram Rider Bats Giant Skeleton Bandit
Mini P.E.K.K.A P.E.K.K.A Bats Bandit Ram Rider
Fireball Mini P.E.K.K.A Giant Skeleton P.E.K.K.A
Fireball Bats Bandit
Bats Ram Rider Fireball
Fireball Giant Skeleton P.E.K.K.A Bandit Ram Rider
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A Giant Skeleton Bandit
Bats Fireball Giant Skeleton Bandit Ram Rider
Bats Fireball Ram Rider
Mini P.E.K.K.A P.E.K.K.A Bats Fireball Giant Skeleton Bandit Ram Rider
Fireball Bats Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Bandit Ram Rider
Fireball Mini P.E.K.K.A P.E.K.K.A Bandit Ram Rider
Bats Fireball Mini P.E.K.K.A P.E.K.K.A
Fireball Bats Bandit Ram Rider
Bats Fireball Giant Skeleton Bandit Ram Rider
Mini P.E.K.K.A P.E.K.K.A Ram Rider
Bats Fireball Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Bandit

Counters to secondary win conditions

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

Mini P.E.K.K.A Fireball Giant Skeleton P.E.K.K.A Bandit
Fireball Bandit Mini P.E.K.K.A
Giant Skeleton P.E.K.K.A Bandit Bats Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Bats Fireball Bandit Ram Rider
Giant Skeleton P.E.K.K.A Mini P.E.K.K.A Bandit Ram Rider
Fireball Bats Ram Rider
Mini P.E.K.K.A P.E.K.K.A Bats Fireball Giant Skeleton Bandit Ram Rider
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A
Giant Skeleton P.E.K.K.A Bats Fireball Mini P.E.K.K.A Bandit
P.E.K.K.A
P.E.K.K.A Bats Mini P.E.K.K.A Giant Skeleton
P.E.K.K.A Fireball Giant Skeleton
Mini P.E.K.K.A Giant Skeleton P.E.K.K.A Fireball Bandit Ram Rider
Fireball
Bats Fireball Mini P.E.K.K.A Giant Skeleton P.E.K.K.A
Bats Fireball Mini P.E.K.K.A Giant Skeleton P.E.K.K.A

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 Giant Skeleton Bandit
Fireball Bandit Ram Rider
Fireball Giant Skeleton Bandit
Fireball Giant Skeleton
Fireball
Fireball Bats Ram Rider
Fireball Ram Rider
Fireball Bandit Ram Rider
Bats Fireball Mini P.E.K.K.A
Fireball Bandit Ram Rider
Fireball
Fireball Bandit
Fireball Bandit
Fireball
Fireball Bandit
Fireball Bandit
Fireball
Bats Mini P.E.K.K.A
Fireball Mini P.E.K.K.A Bandit
Fireball
Fireball Giant Skeleton
Fireball
Fireball
Fireball
Fireball Bandit Ram Rider
Fireball Bandit Ram Rider
Fireball Bandit
Bats Fireball
Bats Fireball
Fireball Mini P.E.K.K.A
Fireball Bandit
Fireball
P.E.K.K.A Giant Skeleton
Fireball
Bats Fireball Bandit
Fireball Ram Rider
Fireball
Fireball Mini P.E.K.K.A
Fireball
Fireball Giant Skeleton
P.E.K.K.A
Bats Fireball Giant Skeleton
Bats Fireball
Fireball Giant Skeleton Bandit

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: