My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Wizard P.E.K.K.A Bandit 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.

Zap Tornado

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Bandit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Wizard Tornado

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.

Electro Spirit Guards 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.

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.

Electro Spirit Zap Guards Tornado Bandit Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Zap Guards Tornado

Attack Synergies 5 14

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.

Electro Spirit
Zap P.E.K.K.A Bandit Ram Rider
Zap
Tornado P.E.K.K.A Ram Rider Electro Spirit Guards Bandit
Wizard
Tornado P.E.K.K.A Bandit Ram Rider
Guards
Zap Bandit Ram Rider
Tornado
Zap Wizard P.E.K.K.A Ram Rider
P.E.K.K.A
Zap Tornado Electro Spirit Wizard Ram Rider
Bandit
Electro Spirit Zap Wizard Guards Ram Rider
Ram Rider
Zap Electro Spirit Wizard Guards Tornado P.E.K.K.A Bandit

Defense Synergies 2 11

Electro Spirit
Zap
Zap
Electro Spirit Guards Tornado P.E.K.K.A Bandit Ram Rider
Wizard
Tornado Guards P.E.K.K.A Bandit
Guards
Zap Wizard
Tornado
Wizard P.E.K.K.A Zap Ram Rider
P.E.K.K.A
Tornado Zap Wizard
Bandit
Zap Wizard Ram Rider
Ram Rider
Zap Tornado Bandit

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.

Zap Wizard Ram Rider
P.E.K.K.A Zap Bandit Ram Rider
Tornado P.E.K.K.A Ram Rider Bandit
P.E.K.K.A Guards Bandit Ram Rider
Tornado P.E.K.K.A
Tornado Electro Spirit Zap Guards Bandit
Tornado Ram Rider Electro Spirit Zap Wizard
Electro Spirit Zap P.E.K.K.A Bandit Ram Rider
P.E.K.K.A Tornado
Guards Tornado Bandit
Guards Electro Spirit Zap Wizard Tornado Bandit Ram Rider
Zap Wizard Tornado Ram Rider
P.E.K.K.A Zap Wizard Guards Bandit Ram Rider
Wizard Electro Spirit Zap Guards Tornado P.E.K.K.A
P.E.K.K.A Bandit Ram Rider
Tornado Zap P.E.K.K.A Bandit Ram Rider
Wizard Tornado P.E.K.K.A
Electro Spirit Zap Wizard Guards Tornado Bandit Ram Rider
Zap Wizard Tornado Electro Spirit Guards Bandit Ram Rider
P.E.K.K.A Tornado Ram Rider
Wizard Electro Spirit Guards P.E.K.K.A Bandit

Counters to secondary win conditions

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

Guards Zap P.E.K.K.A Bandit
Bandit Zap Wizard
Guards P.E.K.K.A Bandit Zap Ram Rider
Guards P.E.K.K.A Zap Tornado Bandit Ram Rider
P.E.K.K.A Guards Bandit Ram Rider
Wizard Electro Spirit Zap Tornado Ram Rider
Guards P.E.K.K.A Bandit Ram Rider
P.E.K.K.A
Zap P.E.K.K.A Electro Spirit Tornado Bandit
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Guards Tornado
P.E.K.K.A Wizard Guards Bandit Ram Rider
Wizard
Guards Electro Spirit Zap Tornado P.E.K.K.A
Electro Spirit Zap Wizard P.E.K.K.A
Electro Spirit Zap

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 Bandit
Zap Tornado Bandit Ram Rider
Bandit
Guards
Wizard Zap
Wizard Electro Spirit Zap Tornado Ram Rider
Wizard Tornado
Zap Wizard Tornado Ram Rider
Zap Wizard Tornado Bandit Ram Rider
Guards Tornado
Zap Wizard Tornado Bandit Ram Rider
Zap Wizard Tornado
Bandit
Bandit
Zap
Zap Wizard Bandit
Wizard Bandit
Tornado
Zap Wizard Bandit
Zap Wizard Tornado
Wizard Tornado
Tornado
Zap
Zap Tornado Electro Spirit Wizard
Zap Wizard Tornado Bandit Ram Rider
Zap Wizard Tornado Bandit Ram Rider
Zap Tornado Bandit
Zap Wizard Tornado
Zap Electro Spirit Wizard Guards
Zap Wizard Bandit
Zap Electro Spirit
P.E.K.K.A
Wizard
Zap Electro Spirit Guards Bandit
Zap Wizard Tornado Ram Rider
Wizard
Zap Wizard
Zap Tornado
P.E.K.K.A
Zap Electro Spirit Guards Tornado
Zap Tornado
Zap Tornado Bandit
P.E.K.K.A
Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: