My Best Clash Royale Deck

Deck Check Rating

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

3 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Furnace

Defensive buildings

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

Furnace

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 Furnace P.E.K.K.A Mega Knight

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.

Zap Arrows

Punishments

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

Battle Ram Mega Knight

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 P.E.K.K.A Mega Knight

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Furnace Mega Knight

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.

Arrows Battle Ram P.E.K.K.A Mega Knight

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.

Furnace

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.

Mirror Skeletons Zap Arrows Battle Ram Furnace P.E.K.K.A Mega Knight

Shortest cycle

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

6 Mirror Skeletons Zap Arrows

Attack Synergies 6 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
Zap
Arrows Battle Ram Mirror P.E.K.K.A Furnace Mega Knight
Arrows
Zap Mirror P.E.K.K.A Battle Ram Mega Knight
Battle Ram
Zap Arrows Furnace Mirror P.E.K.K.A
Furnace
Zap Battle Ram Mirror P.E.K.K.A
Mirror
Zap Arrows Battle Ram Furnace
P.E.K.K.A
Zap Arrows Battle Ram Furnace
Mega Knight
Zap Arrows

Defense Synergies 5 9

Skeletons
Zap Furnace P.E.K.K.A
Zap
Mirror Mega Knight Skeletons Arrows Furnace P.E.K.K.A
Arrows
Mirror Mega Knight Zap Furnace P.E.K.K.A
Battle Ram
Furnace
Mirror Skeletons Zap Arrows
Mirror
Zap Arrows Furnace Mega Knight
P.E.K.K.A
Skeletons Zap Arrows
Mega Knight
Zap Arrows Mirror

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.

Zap
P.E.K.K.A Skeletons Zap Furnace Mega Knight
Furnace P.E.K.K.A Mega Knight Skeletons
P.E.K.K.A Skeletons Furnace Mega Knight
Arrows P.E.K.K.A Mega Knight
Arrows Skeletons Zap Furnace Mega Knight
Furnace Zap Arrows
Zap Arrows P.E.K.K.A Mega Knight
P.E.K.K.A Skeletons Furnace
Skeletons Mega Knight
Skeletons Zap Arrows Furnace Mega Knight
Arrows Zap Furnace
Furnace P.E.K.K.A Mega Knight Skeletons Zap
Mega Knight Zap Arrows Furnace P.E.K.K.A
P.E.K.K.A Furnace Mega Knight
Zap Furnace P.E.K.K.A Mega Knight
Mega Knight Skeletons Arrows Furnace P.E.K.K.A
Arrows Mega Knight Zap Furnace
Zap Arrows Furnace Mega Knight
P.E.K.K.A
Mega Knight Arrows Furnace P.E.K.K.A

Counters to secondary win conditions

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

Mega Knight Skeletons Zap Furnace P.E.K.K.A
Zap Arrows Mega Knight
P.E.K.K.A Mega Knight Skeletons Zap Furnace
P.E.K.K.A Mega Knight Zap
P.E.K.K.A Skeletons Mega Knight
Arrows Furnace Skeletons Zap
P.E.K.K.A Skeletons Furnace
P.E.K.K.A Mega Knight
Zap P.E.K.K.A Mega Knight Skeletons
P.E.K.K.A Skeletons
P.E.K.K.A Mega Knight
P.E.K.K.A Mega Knight Zap Arrows
P.E.K.K.A Mega Knight Skeletons
Furnace Mega Knight
Skeletons Zap Furnace P.E.K.K.A
Arrows Mega Knight Zap 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.)

Arrows
Arrows Zap
Arrows
Arrows
Zap Arrows Furnace Mega Knight
Arrows Zap Furnace
Arrows Furnace
Arrows Zap
Arrows Zap
Zap Arrows
Zap Arrows
Arrows
Zap Arrows Furnace
Zap Arrows Furnace
Arrows Furnace Mega Knight
Arrows
Zap Arrows Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Furnace Mega Knight
Arrows Zap
Zap Arrows Mega Knight
Zap Arrows
Zap Arrows Furnace
Zap
Zap Arrows Mega Knight
Zap Arrows
P.E.K.K.A Mega Knight
Arrows
Zap
Zap Arrows
Arrows
Mega Knight
Arrows Zap
Zap Arrows
P.E.K.K.A Mega Knight
Zap
Zap
Zap Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: