My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Phoenix

Deck tips

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

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!
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 Magic Archer

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 Battle Ram P.E.K.K.A Magic Archer

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.

Arrows 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 Battle Ram

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.

Mini P.E.K.K.A Battle Ram P.E.K.K.A Magic Archer

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 Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Magic Archer

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 Arrows Mini P.E.K.K.A Battle Ram Rage 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Bats Rage Arrows Mini P.E.K.K.A Battle Ram Magic Archer P.E.K.K.A

Shortest cycle

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

8 Skeletons Bats Rage Arrows

Attack Synergies 3 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.

Skeletons
Bats
Mini P.E.K.K.A Battle Ram Rage P.E.K.K.A
Arrows
P.E.K.K.A Mini P.E.K.K.A Battle Ram
Mini P.E.K.K.A
Bats Arrows Rage Magic Archer
Battle Ram
Magic Archer Bats Arrows P.E.K.K.A
Rage
Bats Mini P.E.K.K.A
P.E.K.K.A
Arrows Magic Archer Bats Battle Ram
Magic Archer
Battle Ram P.E.K.K.A Mini P.E.K.K.A

Defense Synergies 0 9

Skeletons
Bats Mini P.E.K.K.A P.E.K.K.A Magic Archer
Bats
Skeletons Mini P.E.K.K.A P.E.K.K.A
Arrows
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A
Skeletons Bats Arrows Magic Archer
Battle Ram
Rage
P.E.K.K.A
Skeletons Bats Arrows
Magic Archer
Skeletons 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.

Magic Archer
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats
Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Skeletons Bats Magic Archer
Bats Arrows Magic Archer
Arrows P.E.K.K.A Magic Archer
Mini P.E.K.K.A P.E.K.K.A Skeletons
Skeletons Mini P.E.K.K.A
Bats Skeletons Arrows Magic Archer
Arrows Bats Magic Archer
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats
Bats Arrows Mini P.E.K.K.A P.E.K.K.A Magic Archer
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A
Skeletons Bats Arrows Mini P.E.K.K.A P.E.K.K.A
Arrows Bats Magic Archer
Arrows Bats Magic Archer
Mini P.E.K.K.A P.E.K.K.A
Bats Arrows Mini 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.

Mini P.E.K.K.A Skeletons P.E.K.K.A
Arrows Mini P.E.K.K.A Magic Archer
P.E.K.K.A Skeletons Bats Mini P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Bats
P.E.K.K.A Skeletons Mini P.E.K.K.A
Arrows Skeletons Bats Magic Archer
Mini P.E.K.K.A P.E.K.K.A Skeletons Bats
Mini P.E.K.K.A P.E.K.K.A
P.E.K.K.A Skeletons Bats Mini P.E.K.K.A Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A Bats Mini P.E.K.K.A
P.E.K.K.A Arrows
Mini P.E.K.K.A P.E.K.K.A Skeletons
Magic Archer
Skeletons Bats Mini P.E.K.K.A P.E.K.K.A Magic Archer
Bats Arrows Mini P.E.K.K.A P.E.K.K.A Magic Archer

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.)

Magic Archer Arrows
Arrows Magic Archer
Arrows Magic Archer
Arrows
Arrows Magic Archer
Arrows Bats Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows
Bats Mini P.E.K.K.A
Arrows Magic Archer
Arrows Magic Archer
Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Magic Archer Arrows
Arrows
Bats Mini P.E.K.K.A
Arrows Mini P.E.K.K.A Magic Archer
Arrows Magic Archer
Magic Archer
Arrows
Arrows
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Arrows Magic Archer
Bats Arrows Magic Archer
Bats
Mini P.E.K.K.A
Arrows Magic Archer
Arrows Magic Archer
P.E.K.K.A
Arrows Magic Archer
Bats Magic Archer
Arrows Magic Archer
Arrows
Mini P.E.K.K.A Magic Archer
Arrows Magic Archer
Arrows
P.E.K.K.A
Bats Magic Archer
Bats Magic Archer
Magic Archer

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