My Best Clash Royale Deck

Deck Check Rating

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

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.

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

Rage Tornado

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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Wizard Tornado

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 Rage Tornado 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 Wizard Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Rage Tornado Electro Wizard Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

7 Skeletons Ice Spirit Rage Tornado

Attack Synergies 4 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.

Skeletons
Ice Spirit
P.E.K.K.A Ram Rider
Wizard
Tornado Rage P.E.K.K.A Ram Rider
Rage
Wizard Electro Wizard
Tornado
Wizard P.E.K.K.A Ram Rider
P.E.K.K.A
Ice Spirit Tornado Electro Wizard Wizard Ram Rider
Electro Wizard
P.E.K.K.A Rage Ram Rider
Ram Rider
Ice Spirit Wizard Tornado P.E.K.K.A Electro Wizard

Defense Synergies 2 17

Skeletons
Ice Spirit Wizard Tornado P.E.K.K.A Electro Wizard Ram Rider
Ice Spirit
Skeletons Wizard Tornado P.E.K.K.A Electro Wizard Ram Rider
Wizard
Tornado Skeletons Ice Spirit P.E.K.K.A Electro Wizard
Rage
Tornado
Wizard P.E.K.K.A Skeletons Ice Spirit Electro Wizard Ram Rider
P.E.K.K.A
Tornado Skeletons Ice Spirit Wizard Electro Wizard
Electro Wizard
Skeletons Ice Spirit Wizard Tornado P.E.K.K.A Ram Rider
Ram Rider
Skeletons Ice Spirit Tornado Electro Wizard

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 Electro Wizard Ram Rider
P.E.K.K.A Skeletons Ice Spirit Electro Wizard Ram Rider
Tornado P.E.K.K.A Ram Rider Skeletons Electro Wizard
P.E.K.K.A Skeletons Electro Wizard Ram Rider
Tornado P.E.K.K.A
Tornado Skeletons Electro Wizard
Tornado Electro Wizard Ram Rider Ice Spirit Wizard
P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Skeletons Tornado
Tornado Skeletons Ice Spirit Electro Wizard
Electro Wizard Skeletons Wizard Tornado Ram Rider
Wizard Tornado Electro Wizard Ram Rider
P.E.K.K.A Skeletons Ice Spirit Wizard Electro Wizard Ram Rider
Wizard Ice Spirit Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Ram Rider
Tornado Ice Spirit P.E.K.K.A Electro Wizard Ram Rider
Wizard Skeletons Tornado P.E.K.K.A Electro Wizard
Ice Spirit Wizard Tornado Electro Wizard Ram Rider
Wizard Tornado Ice Spirit Electro Wizard Ram Rider
P.E.K.K.A Tornado Electro Wizard Ram Rider
Wizard P.E.K.K.A Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons P.E.K.K.A Electro Wizard
Electro Wizard Wizard
P.E.K.K.A Skeletons Ice Spirit Electro Wizard Ram Rider
P.E.K.K.A Tornado Electro Wizard Ram Rider
P.E.K.K.A Skeletons Ram Rider
Wizard Skeletons Ice Spirit Tornado Electro Wizard Ram Rider
P.E.K.K.A Skeletons Electro Wizard Ram Rider
P.E.K.K.A
P.E.K.K.A Electro Wizard Skeletons Ice Spirit Tornado
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Tornado Electro Wizard
P.E.K.K.A Skeletons Wizard Ram Rider
Wizard
Electro Wizard Skeletons Ice Spirit Tornado P.E.K.K.A
Wizard P.E.K.K.A Electro Wizard
Electro 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.)

Tornado Electro Wizard Ram Rider
Wizard
Wizard Ice Spirit Tornado Ram Rider
Wizard Tornado
Ice Spirit Wizard Tornado Ram Rider
Wizard Tornado Ram Rider
Tornado Electro Wizard
Wizard Tornado Electro Wizard Ram Rider
Wizard Tornado
Wizard
Wizard
Tornado
Wizard Electro Wizard
Wizard Tornado
Wizard Tornado
Tornado
Tornado Ice Spirit Wizard
Wizard Tornado Electro Wizard Ram Rider
Wizard Tornado Ram Rider
Tornado
Wizard Tornado Electro Wizard
Electro Wizard Ice Spirit Wizard
Wizard
Ice Spirit Electro Wizard
P.E.K.K.A
Wizard
Electro Wizard Ice Spirit
Wizard Tornado Electro Wizard Ram Rider
Wizard Electro Wizard
Wizard
Tornado
P.E.K.K.A
Ice Spirit Tornado Electro Wizard
Tornado Electro Wizard
Tornado Electro Wizard
P.E.K.K.A
Wizard

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