My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Fire Spirit Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Battle Ram X-Bow Magic Archer Lava Hound

Offensive cards

Win conditions

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

Battle Ram X-Bow Lava Hound

Damage spells

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

Poison

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 X-Bow

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Poison

Dropped at the bridge

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

Fire Spirit Mini P.E.K.K.A Battle Ram X-Bow Magic Archer Lava Hound

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 Battle Ram Lava Hound
Giant Snowball
Skeletons Fire Spirit Battle Ram Lava Hound
Zap
Skeletons Fire Spirit Battle Ram X-Bow Lava Hound
Barbarian Barrel
Skeletons Fire Spirit Battle Ram X-Bow Magic Archer
The Log
Skeletons Fire Spirit Mini P.E.K.K.A Battle Ram X-Bow
Earthquake
Skeletons X-Bow
Arrows
Skeletons Fire Spirit Lava Hound
Royal Delivery
Skeletons Fire Spirit Mini P.E.K.K.A Battle Ram Magic Archer Lava Hound
Fireball
Battle Ram X-Bow Magic Archer Lava Hound
Poison
X-Bow Magic Archer Lava Hound
Lightning
Mini P.E.K.K.A Battle Ram X-Bow Magic Archer
Rocket
X-Bow Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Poison Magic Archer

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.

Fire Spirit Mini P.E.K.K.A Battle Ram Poison

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.

Fire Spirit Lava Hound

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Mini P.E.K.K.A Battle Ram Poison Magic Archer X-Bow Lava Hound

Shortest cycle

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

10 Skeletons Fire Spirit Mini P.E.K.K.A Battle Ram

Attack Synergies 3 7

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
Fire Spirit
Mini P.E.K.K.A Battle Ram X-Bow
Mini P.E.K.K.A
Fire Spirit X-Bow Magic Archer
Battle Ram
Poison Magic Archer Fire Spirit Lava Hound
Poison
Battle Ram Lava Hound
X-Bow
Fire Spirit Mini P.E.K.K.A
Magic Archer
Battle Ram Mini P.E.K.K.A Lava Hound
Lava Hound
Poison Battle Ram Magic Archer

Defense Synergies 1 6

Skeletons
X-Bow Fire Spirit Mini P.E.K.K.A Poison Magic Archer
Fire Spirit
Skeletons Mini P.E.K.K.A
Mini P.E.K.K.A
Skeletons Fire Spirit Magic Archer
Battle Ram
Poison
Skeletons
X-Bow
Skeletons
Magic Archer
Skeletons Mini P.E.K.K.A
Lava Hound

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.

X-Bow Magic Archer
Mini P.E.K.K.A Skeletons X-Bow
Mini P.E.K.K.A Skeletons Fire Spirit
Mini P.E.K.K.A Skeletons
Mini P.E.K.K.A Poison X-Bow
Skeletons Fire Spirit X-Bow Magic Archer
Fire Spirit Poison X-Bow Magic Archer
Poison X-Bow Magic Archer
Mini P.E.K.K.A Skeletons X-Bow
Skeletons Fire Spirit Mini P.E.K.K.A
Poison Skeletons X-Bow Magic Archer
Poison Magic Archer
Mini P.E.K.K.A Skeletons Fire Spirit X-Bow
Fire Spirit Mini P.E.K.K.A Poison X-Bow Magic Archer
Mini P.E.K.K.A X-Bow
Mini P.E.K.K.A X-Bow
Skeletons Mini P.E.K.K.A Poison X-Bow
Fire Spirit X-Bow Magic Archer
Poison Fire Spirit Magic Archer
Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Poison

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 X-Bow
Poison Mini P.E.K.K.A X-Bow Magic Archer
Skeletons Mini P.E.K.K.A
Mini P.E.K.K.A X-Bow
Skeletons Mini P.E.K.K.A
Fire Spirit Poison Skeletons Magic Archer
Mini P.E.K.K.A Skeletons
Mini P.E.K.K.A
Skeletons Mini P.E.K.K.A Poison X-Bow Magic Archer
Skeletons
Mini P.E.K.K.A
Poison
Mini P.E.K.K.A Skeletons
Magic Archer
Skeletons Mini P.E.K.K.A Poison X-Bow Magic Archer
Poison Mini 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.)

Poison Magic Archer X-Bow
Poison X-Bow Magic Archer
Poison X-Bow Magic Archer
Poison
Poison Fire Spirit Magic Archer
Poison Fire Spirit Magic Archer
Fire Spirit Poison Magic Archer
Poison X-Bow Fire Spirit Magic Archer
Poison X-Bow
Fire Spirit Mini P.E.K.K.A Poison X-Bow
Poison X-Bow Magic Archer
Poison Fire Spirit Magic Archer
Poison Fire Spirit Magic Archer
Poison X-Bow Magic Archer
Poison X-Bow Magic Archer
X-Bow Poison Magic Archer
Magic Archer Poison X-Bow
Poison
Mini P.E.K.K.A
Fire Spirit Mini P.E.K.K.A Poison X-Bow Magic Archer
Fire Spirit Poison X-Bow Magic Archer
Poison X-Bow Magic Archer
Poison
X-Bow
Poison X-Bow
Poison Fire Spirit Magic Archer
Poison X-Bow Magic Archer
Poison X-Bow Magic Archer
Poison X-Bow Magic Archer
Poison Fire Spirit X-Bow Magic Archer
Poison
Mini P.E.K.K.A
Poison X-Bow Magic Archer
Poison Magic Archer
Poison Magic Archer
Fire Spirit X-Bow Magic Archer
Poison Fire Spirit Magic Archer
Poison Mini P.E.K.K.A Magic Archer
Poison Magic Archer
Poison
Poison Magic Archer
Poison Magic Archer
Poison X-Bow Magic Archer

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