My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

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 Archers Baby Dragon

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 Archers Battle Ram Baby Dragon 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.

Barbarian Barrel Rage

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.

Missing

Dropped at the bridge

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

Battle Ram Barbarian Barrel Baby Dragon 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
Bats Archers Battle Ram Skeleton Army
Giant Snowball
Bats Archers Battle Ram Skeleton Army Baby Dragon
Zap
Bats Archers Battle Ram Skeleton Army
Barbarian Barrel
Archers Battle Ram Skeleton Army
The Log
Archers Battle Ram Skeleton Army
Earthquake
Archers Skeleton Army
Arrows
Bats Archers Skeleton Army
Royal Delivery
Bats Archers Battle Ram Skeleton Army Baby Dragon P.E.K.K.A
Fireball
Archers Battle Ram Skeleton Army Baby Dragon
Poison
Bats Archers Skeleton Army
Lightning
Battle Ram Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Barbarian Barrel Baby Dragon

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 Battle Ram Rage Skeleton Army Baby Dragon 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.

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Barbarian Barrel Rage Archers Skeleton Army Battle Ram Baby Dragon P.E.K.K.A

Shortest cycle

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

9 Bats Barbarian Barrel Rage Archers

Attack Synergies 0 15

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
Battle Ram Barbarian Barrel Rage Baby Dragon P.E.K.K.A
Archers
Battle Ram Barbarian Barrel Baby Dragon P.E.K.K.A
Battle Ram
Bats Archers Barbarian Barrel Baby Dragon P.E.K.K.A
Barbarian Barrel
Bats Archers Battle Ram Baby Dragon P.E.K.K.A
Rage
Bats
Skeleton Army
Baby Dragon
Bats Archers Battle Ram Barbarian Barrel P.E.K.K.A
P.E.K.K.A
Bats Archers Battle Ram Barbarian Barrel Baby Dragon

Defense Synergies 1 9

Bats
Barbarian Barrel Baby Dragon P.E.K.K.A
Archers
Barbarian Barrel Skeleton Army Baby Dragon P.E.K.K.A
Battle Ram
Barbarian Barrel
Archers Bats Baby Dragon P.E.K.K.A
Rage
Skeleton Army
Archers
Baby Dragon
Bats Archers Barbarian Barrel P.E.K.K.A
P.E.K.K.A
Bats Archers Barbarian Barrel Baby Dragon

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.

Barbarian Barrel Baby Dragon
Skeleton Army P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Bats Archers
Skeleton Army P.E.K.K.A Bats
Barbarian Barrel Skeleton Army P.E.K.K.A
Barbarian Barrel Skeleton Army Bats Archers Baby Dragon
Bats Archers Baby Dragon
Barbarian Barrel Baby Dragon P.E.K.K.A
P.E.K.K.A Skeleton Army
Skeleton Army Archers Barbarian Barrel
Bats Archers Skeleton Army Barbarian Barrel Baby Dragon
Bats Archers Baby Dragon
Skeleton Army P.E.K.K.A Bats
Skeleton Army Bats Barbarian Barrel Baby Dragon P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Bats Skeleton Army P.E.K.K.A
Bats Archers Barbarian Barrel Skeleton Army Baby Dragon
Barbarian Barrel Baby Dragon Bats Archers
P.E.K.K.A
Skeleton Army Bats Archers Barbarian Barrel Baby Dragon 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 Barbarian Barrel P.E.K.K.A
Archers Barbarian Barrel Baby Dragon
Skeleton Army P.E.K.K.A Bats
Skeleton Army P.E.K.K.A Bats Barbarian Barrel
P.E.K.K.A Skeleton Army
Bats Archers Baby Dragon
Skeleton Army P.E.K.K.A Bats Archers
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats Barbarian Barrel Skeleton Army Baby Dragon
P.E.K.K.A Skeleton Army
P.E.K.K.A Bats
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Archers Skeleton Army Baby Dragon
Skeleton Army Bats Archers Barbarian Barrel Baby Dragon P.E.K.K.A
Bats Archers Barbarian Barrel Baby Dragon 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.)

Barbarian Barrel Baby Dragon
Barbarian Barrel Baby Dragon
Barbarian Barrel Baby Dragon
Barbarian Barrel
Barbarian Barrel Baby Dragon
Bats Baby Dragon
Archers Baby Dragon
Barbarian Barrel Baby Dragon
Bats
Barbarian Barrel
Archers Baby Dragon
Barbarian Barrel Baby Dragon
Barbarian Barrel Baby Dragon
Barbarian Barrel Baby Dragon
Barbarian Barrel Baby Dragon
Barbarian Barrel Baby Dragon
Barbarian Barrel
Bats
Archers Barbarian Barrel Baby Dragon
Barbarian Barrel Baby Dragon
Baby Dragon
Barbarian Barrel Baby Dragon
Barbarian Barrel Baby Dragon
Barbarian Barrel Baby Dragon
Baby Dragon
Barbarian Barrel Baby Dragon
Bats Archers Baby Dragon
Bats
P.E.K.K.A
Bats Archers Barbarian Barrel Skeleton Army
Archers Baby Dragon
Barbarian Barrel
Baby Dragon
Baby Dragon
P.E.K.K.A
Bats Baby Dragon
Bats
Barbarian Barrel Baby Dragon

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