My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons P.E.K.K.A Ice Wizard Ram Rider

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 Fireball 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.

Fireball Lightning

Dropped at the bridge

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

Electro 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Fireball 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.

Electro Spirit Arrows P.E.K.K.A Ice Wizard

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Arrows Ice Wizard Fireball Ram Rider Lightning P.E.K.K.A

Shortest cycle

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

8 Skeletons Electro Spirit Arrows Ice Wizard

Attack Synergies 3 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
Electro Spirit
Fireball P.E.K.K.A Ram Rider
Arrows
Fireball P.E.K.K.A Lightning Ram Rider
Fireball
Arrows Electro Spirit Ram Rider
Lightning
Ram Rider Arrows
P.E.K.K.A
Arrows Electro Spirit Ice Wizard Ram Rider
Ice Wizard
P.E.K.K.A Ram Rider
Ram Rider
Lightning Electro Spirit Arrows Fireball P.E.K.K.A Ice Wizard

Defense Synergies 0 11

Skeletons
Electro Spirit P.E.K.K.A Ice Wizard Ram Rider
Electro Spirit
Skeletons
Arrows
Fireball Lightning P.E.K.K.A Ice Wizard
Fireball
Arrows Ice Wizard Ram Rider
Lightning
Arrows
P.E.K.K.A
Skeletons Arrows Ice Wizard
Ice Wizard
Skeletons Arrows Fireball P.E.K.K.A
Ram Rider
Skeletons 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.

Lightning Fireball Ram Rider
P.E.K.K.A Skeletons Ice Wizard Ram Rider
P.E.K.K.A Ram Rider Skeletons Lightning Ice Wizard
P.E.K.K.A Skeletons Ice Wizard Ram Rider
Lightning Arrows Fireball P.E.K.K.A
Arrows Fireball Skeletons Electro Spirit Ice Wizard
Lightning Ram Rider Electro Spirit Arrows Fireball Ice Wizard
Lightning Electro Spirit Arrows Fireball P.E.K.K.A Ram Rider
P.E.K.K.A Skeletons Ice Wizard
Skeletons Ice Wizard
Ice Wizard Skeletons Electro Spirit Arrows Fireball Ram Rider
Arrows Fireball Ice Wizard Ram Rider
P.E.K.K.A Skeletons Fireball Lightning Ice Wizard Ram Rider
Fireball Electro Spirit Arrows P.E.K.K.A
P.E.K.K.A Ram Rider
Fireball Lightning P.E.K.K.A Ram Rider
Skeletons Arrows Fireball P.E.K.K.A
Arrows Fireball Electro Spirit Ice Wizard Ram Rider
Arrows Electro Spirit Fireball Ice Wizard Ram Rider
P.E.K.K.A Ram Rider
Electro Spirit Arrows Fireball 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 Lightning
P.E.K.K.A Skeletons Lightning Ram Rider
Lightning P.E.K.K.A Fireball Ram Rider
P.E.K.K.A Skeletons Ram Rider
Arrows Fireball Skeletons Electro Spirit Ice Wizard Ram Rider
P.E.K.K.A Skeletons Fireball Lightning Ice Wizard Ram Rider
P.E.K.K.A
Lightning P.E.K.K.A Skeletons Electro Spirit Fireball
P.E.K.K.A Skeletons
P.E.K.K.A
Lightning P.E.K.K.A Arrows Fireball
Lightning P.E.K.K.A Skeletons Fireball Ram Rider
Fireball
Skeletons Electro Spirit Fireball Lightning P.E.K.K.A
Arrows Electro Spirit Fireball P.E.K.K.A Ice Wizard
Electro Spirit Arrows Fireball 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.)

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

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