My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats

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 Bats Royal Giant

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Rage

Punishments

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

Royal Giant Mini P.E.K.K.A

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.

Electro Spirit Royal Giant Mini P.E.K.K.A

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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap

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.

Electro Spirit Bats Mini P.E.K.K.A Rage Skeleton Army

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.

Royal Giant Skeleton Army

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Bats Zap Rage Skeleton Army Mini P.E.K.K.A Royal Giant

Shortest cycle

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

6 Skeletons Electro Spirit Bats Zap

Attack Synergies 1 8

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
Electro Spirit
Zap Royal Giant
Bats
Royal Giant Zap Mini P.E.K.K.A Rage
Zap
Electro Spirit Bats Royal Giant Mini P.E.K.K.A
Royal Giant
Bats Electro Spirit Zap
Mini P.E.K.K.A
Bats Zap Rage
Rage
Bats Mini P.E.K.K.A
Skeleton Army

Defense Synergies 1 9

Skeletons
Electro Spirit Bats Zap Mini P.E.K.K.A
Electro Spirit
Skeletons Zap
Bats
Skeletons Zap Mini P.E.K.K.A
Zap
Mini P.E.K.K.A Skeletons Electro Spirit Bats Skeleton Army
Royal Giant
Mini P.E.K.K.A
Zap Skeletons Bats Skeleton Army
Rage
Skeleton Army
Zap Mini P.E.K.K.A

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
Mini P.E.K.K.A Skeleton Army Skeletons Bats Zap
Mini P.E.K.K.A Skeleton Army Skeletons Bats
Mini P.E.K.K.A Skeleton Army Skeletons Bats
Mini P.E.K.K.A Skeleton Army
Skeleton Army Skeletons Electro Spirit Bats Zap
Bats Electro Spirit Zap
Electro Spirit Zap
Mini P.E.K.K.A Skeletons Skeleton Army
Skeleton Army Skeletons Mini P.E.K.K.A
Bats Skeleton Army Skeletons Electro Spirit Zap
Bats Zap
Mini P.E.K.K.A Skeleton Army Skeletons Bats Zap
Skeleton Army Electro Spirit Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army
Skeleton Army Zap Mini P.E.K.K.A
Skeletons Bats Mini P.E.K.K.A Skeleton Army
Electro Spirit Bats Zap Skeleton Army
Zap Electro Spirit Bats
Mini P.E.K.K.A
Skeleton Army Electro Spirit Bats 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 Skeleton Army Skeletons Zap
Zap Mini P.E.K.K.A
Skeleton Army Skeletons Bats Zap Mini P.E.K.K.A
Mini P.E.K.K.A Skeleton Army Bats Zap
Skeletons Mini P.E.K.K.A Skeleton Army
Skeletons Electro Spirit Bats Zap
Mini P.E.K.K.A Skeleton Army Skeletons Bats
Mini P.E.K.K.A Skeleton Army
Zap Skeletons Electro Spirit Bats Mini P.E.K.K.A Skeleton Army
Skeletons Skeleton Army
Bats Mini P.E.K.K.A
Skeleton Army Zap
Mini P.E.K.K.A Skeleton Army Skeletons
Skeleton Army
Skeleton Army Skeletons Electro Spirit Bats Zap Mini P.E.K.K.A
Bats Electro Spirit Zap Mini 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.)

Zap
Zap
Electro Spirit Bats Zap
Zap
Zap
Bats Mini P.E.K.K.A
Zap
Zap
Zap
Zap
Bats Mini P.E.K.K.A
Zap Mini P.E.K.K.A
Zap
Zap
Zap Electro Spirit
Zap
Zap
Zap
Bats Zap
Zap Electro Spirit Bats
Mini P.E.K.K.A
Zap
Zap Electro Spirit
Zap Electro Spirit Bats Skeleton Army
Zap
Mini P.E.K.K.A
Zap
Zap
Zap Electro Spirit Bats
Bats Zap
Zap

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