My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Electro Dragon Ice Wizard 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.

Electro Dragon P.E.K.K.A Ice Wizard 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 Rage Lightning

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.

Lightning

Dropped at the bridge

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Electro Dragon Ice Wizard

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.

Arrows Rage P.E.K.K.A Ice Wizard

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 Wizard

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.

Rage Arrows Ice Wizard Electro Dragon Ram Rider Goblinstein Lightning P.E.K.K.A

Shortest cycle

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

13 Rage Arrows Ice Wizard Electro Dragon

Attack Synergies 2 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.

Arrows
P.E.K.K.A Lightning Ram Rider
Rage
Electro Dragon
Electro Dragon
Rage P.E.K.K.A Ice Wizard
Lightning
Ram Rider Arrows
P.E.K.K.A
Arrows Electro Dragon Ice Wizard Ram Rider
Ice Wizard
Electro Dragon P.E.K.K.A Ram Rider
Ram Rider
Lightning Arrows P.E.K.K.A Ice Wizard
Goblinstein

Defense Synergies 0 5

Arrows
Lightning P.E.K.K.A Ice Wizard
Rage
Electro Dragon
Ice Wizard
Lightning
Arrows
P.E.K.K.A
Arrows Ice Wizard
Ice Wizard
Arrows Electro Dragon P.E.K.K.A
Ram Rider
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.

Lightning Electro Dragon Ram Rider
P.E.K.K.A Electro Dragon Ice Wizard Ram Rider
P.E.K.K.A Ram Rider Electro Dragon Lightning Ice Wizard
P.E.K.K.A Electro Dragon Ice Wizard Ram Rider
Lightning Arrows P.E.K.K.A
Arrows Electro Dragon Ice Wizard
Lightning Ram Rider Arrows Electro Dragon Ice Wizard
Lightning Arrows Electro Dragon P.E.K.K.A Ram Rider
P.E.K.K.A Ice Wizard
Ice Wizard
Ice Wizard Arrows Electro Dragon Ram Rider
Arrows Electro Dragon Ice Wizard Ram Rider
P.E.K.K.A Electro Dragon Lightning Ice Wizard Ram Rider
Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A Ram Rider
Lightning P.E.K.K.A Ram Rider
Arrows Electro Dragon P.E.K.K.A
Arrows Electro Dragon Ice Wizard Ram Rider
Arrows Electro Dragon Ice Wizard Ram Rider
P.E.K.K.A Ram Rider
Arrows Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A
Arrows Electro Dragon Lightning
P.E.K.K.A Electro Dragon Lightning Ram Rider
Lightning P.E.K.K.A Ram Rider
P.E.K.K.A Ram Rider
Arrows Electro Dragon Ice Wizard Ram Rider
P.E.K.K.A Lightning Ice Wizard Ram Rider
P.E.K.K.A
Electro Dragon Lightning P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Electro Dragon
Lightning P.E.K.K.A Arrows
Lightning P.E.K.K.A Ram Rider
Electro Dragon
Electro Dragon Lightning P.E.K.K.A
Arrows Electro Dragon P.E.K.K.A Ice Wizard
Arrows Ice Wizard

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.)

Lightning Arrows Electro Dragon
Arrows Electro Dragon Ice Wizard Ram Rider
Lightning Arrows Electro Dragon
Lightning Arrows
Arrows
Arrows Electro Dragon Ice Wizard Ram Rider
Arrows
Arrows Electro Dragon Lightning Ice Wizard Ram Rider
Arrows Electro Dragon Lightning Ram Rider
Lightning Electro Dragon
Lightning Arrows Electro Dragon Ram Rider
Lightning Arrows Electro Dragon
Lightning
Lightning Arrows Electro Dragon
Lightning Arrows
Lightning Arrows Electro Dragon
Lightning Arrows Electro Dragon
Lightning Arrows
Lightning
Lightning Arrows Electro Dragon
Lightning Arrows Electro Dragon
Lightning
Lightning Arrows
Lightning
Lightning Arrows Electro Dragon
Arrows Electro Dragon Ice Wizard
Arrows Electro Dragon Lightning Ice Wizard Ram Rider
Lightning Arrows Electro Dragon Ram Rider
Lightning Arrows
Lightning Arrows Electro Dragon Ice Wizard
Electro Dragon Lightning
Lightning
Lightning Arrows Electro Dragon
Lightning Arrows Electro Dragon
P.E.K.K.A
Arrows Lightning
Lightning Electro Dragon
Lightning Arrows Electro Dragon Ice Wizard Ram Rider
Arrows
Lightning Electro Dragon
Arrows Electro Dragon Lightning
Lightning Arrows
Electro Dragon P.E.K.K.A
Electro Dragon Lightning
Electro Dragon Lightning
Electro Dragon Lightning
P.E.K.K.A
Lightning Electro Dragon

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