My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
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 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 Fisherman 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.

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.

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

Against air swarms

Spells and units that can counter air swarms.

Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Tornado Electro Dragon

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.

Rage Guards Tornado P.E.K.K.A

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 Guards Tornado Fisherman Electro Dragon Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

11 Rage Guards Tornado Fisherman

Attack Synergies 1 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.

Rage
Electro Dragon
Guards
Ram Rider
Tornado
P.E.K.K.A Electro Dragon Ram Rider
Electro Dragon
Rage Tornado P.E.K.K.A Fisherman
P.E.K.K.A
Tornado Electro Dragon Fisherman Ram Rider
Fisherman
Electro Dragon P.E.K.K.A Ram Rider
Ram Rider
Guards Tornado P.E.K.K.A Fisherman
Goblinstein

Defense Synergies 2 6

Rage
Guards
Fisherman Electro Dragon
Tornado
P.E.K.K.A Electro Dragon Ram Rider
Electro Dragon
Guards Tornado Fisherman
P.E.K.K.A
Tornado Fisherman
Fisherman
Guards Electro Dragon P.E.K.K.A Ram Rider
Ram Rider
Tornado Fisherman
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.

Electro Dragon Ram Rider
P.E.K.K.A Electro Dragon Fisherman Ram Rider
Tornado P.E.K.K.A Fisherman Ram Rider Electro Dragon
P.E.K.K.A Guards Electro Dragon Fisherman Ram Rider
Tornado P.E.K.K.A
Tornado Guards Electro Dragon
Tornado Ram Rider Electro Dragon
Electro Dragon P.E.K.K.A Ram Rider
P.E.K.K.A Tornado Fisherman
Guards Tornado Fisherman
Guards Tornado Electro Dragon Fisherman Ram Rider
Tornado Electro Dragon Ram Rider
P.E.K.K.A Guards Electro Dragon Ram Rider
Guards Tornado Electro Dragon P.E.K.K.A
P.E.K.K.A Ram Rider
Tornado P.E.K.K.A Fisherman Ram Rider
Tornado Electro Dragon P.E.K.K.A Fisherman
Guards Tornado Electro Dragon Fisherman Ram Rider
Tornado Guards Electro Dragon Fisherman Ram Rider
P.E.K.K.A Tornado Fisherman Ram Rider
Guards Electro Dragon P.E.K.K.A Fisherman

Counters to secondary win conditions

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

Guards P.E.K.K.A Fisherman
Electro Dragon Fisherman
Guards P.E.K.K.A Electro Dragon Fisherman Ram Rider
Guards P.E.K.K.A Tornado Fisherman Ram Rider
P.E.K.K.A Guards Fisherman Ram Rider
Tornado Electro Dragon Ram Rider
Guards P.E.K.K.A Ram Rider
P.E.K.K.A Fisherman
Electro Dragon P.E.K.K.A Tornado
P.E.K.K.A Guards
P.E.K.K.A Guards Electro Dragon
P.E.K.K.A Guards Tornado
P.E.K.K.A Guards Ram Rider
Electro Dragon
Guards Electro Dragon Tornado P.E.K.K.A Fisherman
Electro Dragon 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.)

Guards Electro Dragon
Tornado Electro Dragon Fisherman Ram Rider
Electro Dragon
Guards
Tornado Electro Dragon Ram Rider
Tornado
Tornado Electro Dragon Ram Rider
Tornado Electro Dragon Fisherman Ram Rider
Guards Tornado Electro Dragon Fisherman
Tornado Electro Dragon Fisherman Ram Rider
Tornado Electro Dragon
Fisherman
Electro Dragon Fisherman
Fisherman
Electro Dragon
Electro Dragon
Tornado
Fisherman
Electro Dragon Fisherman
Tornado Electro Dragon
Tornado
Tornado Fisherman
Electro Dragon
Tornado Electro Dragon
Fisherman
Tornado Electro Dragon Fisherman Ram Rider
Tornado Electro Dragon Fisherman Ram Rider
Tornado Fisherman
Tornado Electro Dragon
Electro Dragon Guards
Electro Dragon
Electro Dragon
P.E.K.K.A
Guards Electro Dragon
Tornado Electro Dragon Ram Rider
Electro Dragon
Electro Dragon
Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Guards Tornado
Tornado Electro Dragon
Electro Dragon Tornado
P.E.K.K.A
Electro Dragon

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