My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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.

Firecracker 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.

Ice Spirit Firecracker P.E.K.K.A Ram Rider Goblinstein

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows The Log

Punishments

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

Ram Rider

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.

Ice Spirit 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.

Firecracker 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
Guards Ram Rider
Giant Snowball
Guards Ram Rider
Zap
Firecracker Guards Ram Rider
Barbarian Barrel
Ice Spirit Firecracker Guards
The Log
Ice Spirit Firecracker Guards Ram Rider
Earthquake
Firecracker Guards
Arrows
Ice Spirit Firecracker Guards
Royal Delivery
Ice Spirit Firecracker Guards P.E.K.K.A Ram Rider
Fireball
Firecracker Ram Rider
Poison
Firecracker Guards
Lightning
Ram Rider Goblinstein
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Firecracker The Log

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.

Ice Spirit Arrows Guards P.E.K.K.A

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.

Ice Spirit

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit The Log Arrows Firecracker Guards Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

9 Ice Spirit The Log Arrows Firecracker

Attack Synergies 2 11

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.

Ice Spirit
P.E.K.K.A Firecracker Guards Ram Rider
Arrows
P.E.K.K.A Ram Rider
Firecracker
Ice Spirit P.E.K.K.A Ram Rider
Guards
Ice Spirit The Log Ram Rider
P.E.K.K.A
Ice Spirit Arrows Firecracker The Log Ram Rider
The Log
Guards P.E.K.K.A Ram Rider
Ram Rider
Ice Spirit Arrows Firecracker Guards P.E.K.K.A The Log
Goblinstein

Defense Synergies 2 10

Ice Spirit
Firecracker Guards P.E.K.K.A The Log Ram Rider
Arrows
P.E.K.K.A
Firecracker
The Log Ice Spirit Guards P.E.K.K.A
Guards
Ice Spirit Firecracker The Log
P.E.K.K.A
The Log Ice Spirit Arrows Firecracker
The Log
Firecracker P.E.K.K.A Ice Spirit Guards Ram Rider
Ram Rider
Ice Spirit The Log
Goblinstein

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 The Log Ram Rider
P.E.K.K.A Ice Spirit Firecracker The Log Ram Rider
P.E.K.K.A Ram Rider
P.E.K.K.A Firecracker Guards Ram Rider
Arrows Firecracker P.E.K.K.A The Log
Arrows The Log Firecracker Guards
Ram Rider Ice Spirit Arrows Firecracker
Arrows P.E.K.K.A The Log Ram Rider
P.E.K.K.A
Guards Ice Spirit Firecracker
Guards Arrows Firecracker The Log Ram Rider
Arrows Firecracker Ram Rider
P.E.K.K.A Ice Spirit Guards The Log Ram Rider
Ice Spirit Arrows Firecracker Guards P.E.K.K.A The Log
P.E.K.K.A Ram Rider
Ice Spirit P.E.K.K.A The Log Ram Rider
Arrows Firecracker P.E.K.K.A
Ice Spirit Arrows Firecracker Guards The Log Ram Rider
Arrows The Log Ice Spirit Firecracker Guards Ram Rider
P.E.K.K.A Ram Rider
Arrows Firecracker Guards P.E.K.K.A The Log
P.E.K.K.A

Counters to secondary win conditions

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

Guards P.E.K.K.A
Arrows Firecracker The Log
Guards P.E.K.K.A Ice Spirit The Log Ram Rider
Guards P.E.K.K.A The Log Ram Rider
P.E.K.K.A Guards Ram Rider
Arrows Firecracker Ice Spirit Ram Rider
Guards P.E.K.K.A Ram Rider
P.E.K.K.A
P.E.K.K.A Ice Spirit Firecracker The Log
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards The Log
P.E.K.K.A Guards Ram Rider
Firecracker
Guards Ice Spirit Firecracker P.E.K.K.A The Log
Arrows Firecracker P.E.K.K.A The Log
Arrows

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 Firecracker Guards The Log
Arrows Firecracker The Log Ram Rider
Arrows The Log
Arrows Firecracker Guards The Log
Arrows Firecracker The Log
Arrows Firecracker Ice Spirit Ram Rider
Arrows Firecracker The Log
Arrows The Log Ice Spirit Firecracker Ram Rider
Arrows The Log Firecracker Ram Rider
Guards
Firecracker Arrows The Log Ram Rider
Arrows Firecracker
Firecracker The Log
Arrows Firecracker
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Arrows Firecracker The Log
Arrows Firecracker The Log
The Log
Arrows
The Log
Arrows The Log
Arrows Firecracker The Log Ice Spirit
Arrows Firecracker The Log Ram Rider
Arrows The Log Ram Rider
Arrows Firecracker The Log
Arrows Firecracker
Ice Spirit Firecracker Guards
Arrows The Log
Ice Spirit Arrows Firecracker
P.E.K.K.A
Arrows Firecracker The Log
Ice Spirit Guards
Arrows Firecracker Ram Rider
Arrows The Log
Firecracker
Arrows The Log Firecracker
Arrows
Firecracker P.E.K.K.A
Ice Spirit Firecracker Guards The Log
Firecracker
Firecracker The Log
P.E.K.K.A
Firecracker

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