My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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!
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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

Defensive buildings

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

Bomb Tower

Investments

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

Skeletons Firecracker P.E.K.K.A

Offensive cards

Win conditions

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

Wall Breakers Miner

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.

Wall Breakers Miner

Pump responses

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

Fireball Miner

Dropped at the bridge

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

Wall Breakers P.E.K.K.A

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.

Firecracker Miner

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 Wall Breakers Miner
Giant Snowball
Skeletons Wall Breakers Miner
Zap
Skeletons Firecracker Wall Breakers
Barbarian Barrel
Skeletons Firecracker Bomb Tower Wall Breakers
The Log
Skeletons Firecracker Wall Breakers
Earthquake
Skeletons Firecracker Bomb Tower
Arrows
Skeletons Firecracker Wall Breakers
Royal Delivery
Skeletons Firecracker Wall Breakers P.E.K.K.A Miner
Fireball
Firecracker Bomb Tower Wall Breakers
Poison
Firecracker Bomb Tower
Lightning
Bomb Tower
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Fireball Bomb Tower

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 P.E.K.K.A Miner

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.

Fireball

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.

Skeletons Wall Breakers Arrows Firecracker Miner Fireball Bomb Tower P.E.K.K.A

Shortest cycle

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

9 Skeletons Wall Breakers Arrows Firecracker

Attack Synergies 4 6

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
Arrows
Fireball P.E.K.K.A Wall Breakers Miner
Firecracker
Miner Wall Breakers P.E.K.K.A
Fireball
Arrows Wall Breakers Miner
Bomb Tower
Wall Breakers
Miner Arrows Firecracker Fireball
P.E.K.K.A
Arrows Firecracker
Miner
Firecracker Wall Breakers Arrows Fireball

Defense Synergies 0 10

Skeletons
Firecracker Bomb Tower P.E.K.K.A
Arrows
Fireball Bomb Tower P.E.K.K.A
Firecracker
Skeletons Bomb Tower P.E.K.K.A
Fireball
Arrows Bomb Tower Miner
Bomb Tower
Skeletons Arrows Firecracker Fireball
Wall Breakers
P.E.K.K.A
Skeletons Arrows Firecracker
Miner
Fireball

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.

Firecracker Fireball
Bomb Tower P.E.K.K.A Skeletons Firecracker
Bomb Tower P.E.K.K.A Skeletons
Bomb Tower P.E.K.K.A Skeletons Firecracker
Arrows Firecracker Fireball Bomb Tower P.E.K.K.A
Arrows Fireball Skeletons Firecracker Bomb Tower
Arrows Firecracker Fireball Bomb Tower
Arrows Fireball Bomb Tower P.E.K.K.A
P.E.K.K.A Skeletons Bomb Tower
Skeletons Firecracker Miner
Skeletons Arrows Firecracker Fireball Bomb Tower
Arrows Firecracker Fireball
Bomb Tower P.E.K.K.A Skeletons Fireball
Fireball Bomb Tower Arrows Firecracker P.E.K.K.A
P.E.K.K.A Bomb Tower
Bomb Tower Fireball P.E.K.K.A
Bomb Tower Skeletons Arrows Firecracker Fireball P.E.K.K.A
Arrows Fireball Bomb Tower Firecracker
Arrows Bomb Tower Firecracker Fireball
P.E.K.K.A Bomb Tower
Arrows Firecracker Fireball Bomb Tower P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Fireball P.E.K.K.A
Fireball Arrows Firecracker Bomb Tower Miner
P.E.K.K.A Skeletons Bomb Tower
P.E.K.K.A Fireball
P.E.K.K.A Skeletons
Arrows Firecracker Fireball Skeletons Bomb Tower
P.E.K.K.A Skeletons Fireball Bomb Tower
P.E.K.K.A Bomb Tower
P.E.K.K.A Skeletons Firecracker Fireball Bomb Tower
P.E.K.K.A Skeletons
P.E.K.K.A Bomb Tower
P.E.K.K.A Arrows Fireball
P.E.K.K.A Skeletons Fireball Bomb Tower
Firecracker Fireball Bomb Tower
Skeletons Firecracker Fireball Bomb Tower P.E.K.K.A
Arrows Firecracker Fireball Bomb Tower 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 Firecracker
Arrows Firecracker Fireball Miner
Arrows Fireball Miner
Arrows Firecracker Fireball
Fireball Arrows Firecracker
Arrows Firecracker Fireball
Arrows Firecracker
Arrows Fireball Firecracker
Arrows Fireball Miner Firecracker
Fireball
Firecracker Miner Arrows Fireball
Fireball Arrows Firecracker
Firecracker Fireball Miner
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball Miner
Fireball
Arrows Fireball
Arrows Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball Miner
Fireball Arrows Miner
Fireball Miner Arrows Firecracker
Arrows Firecracker Fireball
Firecracker Fireball
Fireball
Arrows Fireball Miner
Arrows Firecracker Fireball
P.E.K.K.A
Arrows Firecracker Fireball
Fireball
Fireball Arrows Firecracker
Arrows Fireball
Fireball Miner Firecracker
Arrows Firecracker Fireball
Arrows Fireball
Firecracker P.E.K.K.A
Firecracker Fireball
Firecracker Fireball
Firecracker Fireball Miner

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