My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Bats 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.

Bats Wizard P.E.K.K.A Ram Rider Monk

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.

Rage Freeze

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.

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.

Ram Rider Monk

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
Bats Ram Rider
Giant Snowball
Bats Ram Rider
Zap
Bats Ram Rider
Barbarian Barrel
Wizard
The Log
Ram Rider
Earthquake
Arrows
Bats
Royal Delivery
Bats Wizard P.E.K.K.A Ram Rider
Fireball
Wizard Ram Rider
Poison
Bats Wizard
Lightning
Wizard Ram Rider Monk
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Freeze

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.

Bats Rage Freeze 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.

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.

Mirror Bats Rage Freeze Wizard Ram Rider Monk P.E.K.K.A

Shortest cycle

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

8 Mirror Bats Rage Freeze

Attack Synergies 0 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.

Bats
Rage P.E.K.K.A Ram Rider
Wizard
Rage P.E.K.K.A Ram Rider
Mirror
Freeze Ram Rider
Rage
Bats Wizard
Freeze
Mirror
P.E.K.K.A
Bats Wizard Ram Rider
Ram Rider
Bats Wizard Mirror P.E.K.K.A
Monk

Defense Synergies 0 4

Bats
Freeze P.E.K.K.A
Wizard
Freeze P.E.K.K.A
Mirror
Rage
Freeze
Bats Wizard
P.E.K.K.A
Bats Wizard
Ram Rider
Monk

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.

Wizard Ram Rider
P.E.K.K.A Bats Ram Rider Monk
P.E.K.K.A Ram Rider Bats Freeze
P.E.K.K.A Bats Ram Rider Monk
P.E.K.K.A Monk
Freeze Bats
Bats Ram Rider Wizard Freeze
P.E.K.K.A Ram Rider Monk
P.E.K.K.A
Bats Wizard Freeze Ram Rider
Bats Wizard Ram Rider
P.E.K.K.A Bats Wizard Freeze Ram Rider
Wizard Bats Freeze P.E.K.K.A
P.E.K.K.A Ram Rider
Monk Freeze P.E.K.K.A Ram Rider
Wizard Bats P.E.K.K.A
Bats Wizard Ram Rider
Wizard Freeze Bats Ram Rider
P.E.K.K.A Ram Rider
Wizard Bats P.E.K.K.A
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
Wizard Monk
P.E.K.K.A Bats Ram Rider
P.E.K.K.A Bats Ram Rider Monk
P.E.K.K.A Ram Rider
Wizard Bats Freeze Ram Rider Monk
P.E.K.K.A Bats Ram Rider
P.E.K.K.A
Freeze P.E.K.K.A Bats Monk
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Monk
P.E.K.K.A Wizard Ram Rider
Wizard
Bats Freeze P.E.K.K.A Monk
Bats Wizard Freeze 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.)

Freeze Monk
Monk Ram Rider
Freeze
Wizard
Wizard Bats Freeze Ram Rider Monk
Wizard
Wizard Freeze Ram Rider
Monk Wizard Ram Rider
Bats
Monk Wizard Ram Rider
Monk Wizard
Freeze Monk
Wizard
Wizard
Monk Freeze
Bats
Wizard Monk
Wizard Monk
Monk
Wizard
Monk
Monk
Freeze Wizard
Wizard Ram Rider Monk
Wizard Ram Rider Monk
Bats Wizard
Bats Wizard Freeze
Wizard
Freeze Monk
P.E.K.K.A
Wizard Monk
Bats Freeze
Wizard Ram Rider Monk
Freeze
Wizard
Wizard
Monk
P.E.K.K.A
Bats Freeze
Bats
Freeze Monk
P.E.K.K.A
Wizard Monk

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