My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

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 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 Royal Giant Ram Rider

Offensive cards

Win conditions

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

Royal Giant Ram Rider

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.

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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

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 Mini P.E.K.K.A Guards 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 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.

Bats Arrows Guards Skeleton Army Fireball Mini P.E.K.K.A Ram Rider Royal Giant

Shortest cycle

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

11 Bats Arrows Guards Skeleton Army

Attack Synergies 4 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.

Bats
Royal Giant Mini P.E.K.K.A Ram Rider
Arrows
Royal Giant Fireball Mini P.E.K.K.A Ram Rider
Royal Giant
Bats Arrows Fireball Guards
Fireball
Arrows Royal Giant Ram Rider
Mini P.E.K.K.A
Bats Arrows Ram Rider
Guards
Royal Giant Ram Rider
Skeleton Army
Ram Rider
Bats Arrows Fireball Mini P.E.K.K.A Guards

Defense Synergies 0 9

Bats
Mini P.E.K.K.A
Arrows
Fireball Mini P.E.K.K.A
Royal Giant
Fireball
Arrows Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A
Bats Arrows Fireball Guards Skeleton Army Ram Rider
Guards
Mini P.E.K.K.A Skeleton Army
Skeleton Army
Mini P.E.K.K.A Guards
Ram Rider
Fireball 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.

Fireball Ram Rider
Mini P.E.K.K.A Skeleton Army Bats Ram Rider
Mini P.E.K.K.A Skeleton Army Ram Rider Bats
Mini P.E.K.K.A Skeleton Army Bats Guards Ram Rider
Arrows Fireball Mini P.E.K.K.A Skeleton Army
Arrows Fireball Skeleton Army Bats Guards
Bats Ram Rider Arrows Fireball
Arrows Fireball Ram Rider
Mini P.E.K.K.A Skeleton Army
Guards Skeleton Army Mini P.E.K.K.A
Bats Guards Skeleton Army Arrows Fireball Ram Rider
Arrows Bats Fireball Ram Rider
Mini P.E.K.K.A Skeleton Army Bats Fireball Guards Ram Rider
Fireball Skeleton Army Bats Arrows Mini P.E.K.K.A Guards
Mini P.E.K.K.A Skeleton Army Ram Rider
Skeleton Army Fireball Mini P.E.K.K.A Ram Rider
Bats Arrows Fireball Mini P.E.K.K.A Skeleton Army
Arrows Fireball Bats Guards Skeleton Army Ram Rider
Arrows Bats Fireball Guards Ram Rider
Mini P.E.K.K.A Ram Rider
Skeleton Army Bats Arrows Fireball Mini P.E.K.K.A Guards

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Skeleton Army Fireball
Fireball Arrows Mini P.E.K.K.A
Guards Skeleton Army Bats Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A Guards Skeleton Army Bats Fireball Ram Rider
Mini P.E.K.K.A Guards Skeleton Army Ram Rider
Arrows Fireball Bats Ram Rider
Mini P.E.K.K.A Guards Skeleton Army Bats Fireball Ram Rider
Mini P.E.K.K.A Skeleton Army
Bats Fireball Mini P.E.K.K.A Skeleton Army
Guards Skeleton Army
Bats Mini P.E.K.K.A Guards
Skeleton Army Arrows Fireball Guards
Mini P.E.K.K.A Skeleton Army Fireball Guards Ram Rider
Fireball Skeleton Army
Guards Skeleton Army Bats Fireball Mini P.E.K.K.A
Bats Arrows Fireball 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.)

Fireball Arrows Guards
Arrows Fireball Ram Rider
Arrows Fireball
Arrows Fireball Guards
Fireball Arrows
Arrows Fireball Bats Ram Rider
Arrows
Arrows Fireball Ram Rider
Arrows Fireball Ram Rider
Bats Fireball Mini P.E.K.K.A Guards
Arrows Fireball Ram Rider
Fireball Arrows
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Bats Mini P.E.K.K.A
Arrows Fireball Mini P.E.K.K.A
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball
Arrows Fireball Ram Rider
Fireball Arrows Ram Rider
Fireball Arrows
Bats Arrows Fireball
Bats Fireball Guards
Fireball Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Arrows Fireball
Bats Fireball Guards Skeleton Army
Fireball Arrows Ram Rider
Arrows Fireball
Fireball Mini P.E.K.K.A
Arrows Fireball
Arrows Fireball
Bats Fireball Guards
Bats Fireball
Fireball

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