My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Missing cards in your collection

Little Prince Monk

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 Archers

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.

Bomber Bats Archers P.E.K.K.A

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows Fireball

Punishments

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

Wall Breakers

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.

Wall Breakers 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
Bomber Bats Archers Wall Breakers Skeleton Army
Giant Snowball
Bomber Bats Archers Wall Breakers Skeleton Army
Zap
Bomber Bats Archers Wall Breakers Skeleton Army
Barbarian Barrel
Bomber Archers Wall Breakers Skeleton Army
The Log
Bomber Archers Wall Breakers Skeleton Army
Earthquake
Bomber Archers Skeleton Army
Arrows
Bomber Bats Archers Wall Breakers Skeleton Army
Royal Delivery
Bomber Bats Archers Wall Breakers Skeleton Army P.E.K.K.A
Fireball
Bomber Archers Wall Breakers Skeleton Army
Poison
Bomber Bats Archers Skeleton Army
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Fireball

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.

Bats Arrows Skeleton Army 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 Skeleton Army

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Bats Wall Breakers Archers Arrows Skeleton Army Fireball P.E.K.K.A

Shortest cycle

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

9 Bomber Bats Wall Breakers Archers

Attack Synergies 2 9

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.

Bomber
Bats P.E.K.K.A
Bats
Bomber Wall Breakers P.E.K.K.A
Archers
Arrows Wall Breakers P.E.K.K.A
Arrows
Fireball P.E.K.K.A Archers Wall Breakers
Fireball
Arrows Wall Breakers
Wall Breakers
Bats Archers Arrows Fireball
Skeleton Army
P.E.K.K.A
Arrows Bomber Bats Archers

Defense Synergies 0 7

Bomber
Bats P.E.K.K.A
Bats
Bomber P.E.K.K.A
Archers
Skeleton Army P.E.K.K.A
Arrows
Fireball P.E.K.K.A
Fireball
Arrows
Wall Breakers
Skeleton Army
Archers
P.E.K.K.A
Bomber Bats Archers Arrows

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.

Bomber Fireball
Skeleton Army P.E.K.K.A Bomber Bats
Skeleton Army P.E.K.K.A Bomber Bats Archers
Skeleton Army P.E.K.K.A Bomber Bats
Bomber Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Skeleton Army Bomber Bats Archers
Bats Archers Arrows Fireball
Arrows Fireball P.E.K.K.A
P.E.K.K.A Skeleton Army
Skeleton Army Bomber Archers
Bats Archers Skeleton Army Bomber Arrows Fireball
Arrows Bats Archers Fireball
Skeleton Army P.E.K.K.A Bomber Bats Fireball
Bomber Fireball Skeleton Army Bats Arrows P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army Fireball P.E.K.K.A
Bomber Bats Arrows Fireball Skeleton Army P.E.K.K.A
Arrows Fireball Bomber Bats Archers Skeleton Army
Arrows Bomber Bats Archers Fireball
P.E.K.K.A
Bomber Skeleton Army Bats Archers Arrows Fireball P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Archers Fireball P.E.K.K.A
Fireball Bomber Archers Arrows
Skeleton Army P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Bats Fireball
P.E.K.K.A Skeleton Army
Arrows Fireball Bats Archers
Skeleton Army P.E.K.K.A Bats Archers Fireball
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Fireball Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Arrows Fireball
Skeleton Army P.E.K.K.A Fireball
Bomber Archers Fireball Skeleton Army
Skeleton Army Bomber Bats Archers Fireball P.E.K.K.A
Bats Arrows Bomber Archers Fireball P.E.K.K.A
Arrows Fireball

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 Arrows
Arrows Fireball
Arrows Fireball
Arrows Fireball
Bomber Fireball Arrows
Arrows Fireball Bats
Bomber Archers Arrows
Arrows Fireball
Arrows Fireball
Bats Fireball
Arrows Fireball
Fireball Archers Arrows
Fireball
Arrows Fireball
Arrows Fireball
Bomber Arrows Fireball
Arrows Fireball
Arrows Fireball
Bomber Bats
Bomber Archers Arrows Fireball
Bomber Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Bomber Fireball
Arrows Fireball
Fireball Arrows
Fireball Arrows
Bats Archers Arrows Fireball
Bats Fireball
Fireball
Bomber Arrows Fireball
Arrows Fireball
P.E.K.K.A
Arrows Fireball
Bats Archers Fireball Skeleton Army
Fireball Archers Arrows
Arrows Fireball
Fireball
Arrows Bomber Fireball
Arrows Fireball
P.E.K.K.A
Bats Fireball
Bats Fireball
Fireball

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