My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Barbarian Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Elixir Golem Wizard Barbarian Hut 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.

Elixir Golem Ram Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Earthquake

Punishments

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

Elixir Golem Ram Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Wizard

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.

Elixir Golem 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.

Skeletons Earthquake Elixir Golem Wizard Ram Rider Monk Barbarian Hut P.E.K.K.A

Shortest cycle

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

12 Skeletons Earthquake Elixir Golem Wizard

Attack Synergies 1 10

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
Earthquake
Elixir Golem Barbarian Hut P.E.K.K.A Ram Rider
Elixir Golem
Earthquake Wizard Barbarian Hut Monk
Wizard
Elixir Golem P.E.K.K.A Ram Rider
Barbarian Hut
Earthquake Elixir Golem Ram Rider
P.E.K.K.A
Earthquake Wizard Ram Rider
Ram Rider
Earthquake Wizard Barbarian Hut P.E.K.K.A
Monk
Elixir Golem

Defense Synergies 0 8

Skeletons
Earthquake Wizard Barbarian Hut P.E.K.K.A Ram Rider Monk
Earthquake
Skeletons Barbarian Hut
Elixir Golem
Wizard
Skeletons P.E.K.K.A
Barbarian Hut
Skeletons Earthquake
P.E.K.K.A
Skeletons Wizard
Ram Rider
Skeletons
Monk
Skeletons

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.

Earthquake Barbarian Hut Wizard Ram Rider
Barbarian Hut P.E.K.K.A Skeletons Ram Rider Monk
Barbarian Hut P.E.K.K.A Ram Rider Skeletons
Barbarian Hut P.E.K.K.A Skeletons Ram Rider Monk
Earthquake P.E.K.K.A Monk
Skeletons Earthquake
Ram Rider Wizard Barbarian Hut
Earthquake Barbarian Hut P.E.K.K.A Ram Rider Monk
Barbarian Hut P.E.K.K.A Skeletons
Skeletons
Skeletons Earthquake Wizard Ram Rider
Wizard Barbarian Hut Ram Rider
Barbarian Hut P.E.K.K.A Skeletons Earthquake Wizard Ram Rider
Wizard Barbarian Hut Earthquake P.E.K.K.A
Barbarian Hut P.E.K.K.A Ram Rider
Barbarian Hut Monk P.E.K.K.A Ram Rider
Wizard Barbarian Hut Skeletons P.E.K.K.A
Wizard Barbarian Hut Ram Rider
Earthquake Wizard Barbarian Hut Ram Rider
Barbarian Hut P.E.K.K.A Ram Rider
Wizard Earthquake P.E.K.K.A

Counters to secondary win conditions

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

Barbarian Hut Skeletons P.E.K.K.A
Wizard Monk
P.E.K.K.A Skeletons Barbarian Hut Ram Rider
P.E.K.K.A Barbarian Hut Ram Rider Monk
Barbarian Hut P.E.K.K.A Skeletons Ram Rider
Wizard Skeletons Ram Rider Monk
P.E.K.K.A Skeletons Barbarian Hut Ram Rider
P.E.K.K.A Barbarian Hut
P.E.K.K.A Skeletons Barbarian Hut Monk
P.E.K.K.A Skeletons Barbarian Hut
P.E.K.K.A
P.E.K.K.A Monk
P.E.K.K.A Skeletons Wizard Barbarian Hut Ram Rider
Wizard Barbarian Hut
Skeletons Barbarian Hut P.E.K.K.A Monk
Earthquake Wizard Barbarian Hut P.E.K.K.A
Barbarian Hut
P.E.K.K.A
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.)

Earthquake Barbarian Hut Monk
Monk Ram Rider
Earthquake Barbarian Hut
Earthquake Barbarian Hut
Wizard Earthquake
Wizard Ram Rider Monk
Earthquake Wizard
Earthquake Wizard Barbarian Hut Ram Rider
Monk Wizard Ram Rider
Monk Earthquake Wizard Ram Rider
Monk Wizard
Earthquake Barbarian Hut
Earthquake Monk
Earthquake Barbarian Hut
Earthquake Wizard Barbarian Hut
Earthquake Wizard Barbarian Hut
Monk Earthquake
Earthquake Wizard Monk
Earthquake Wizard Monk
Earthquake Monk
Wizard
Monk
Earthquake Barbarian Hut Monk
Earthquake Wizard
Earthquake Wizard Ram Rider Monk
Wizard Ram Rider Monk
Wizard
Wizard
Earthquake Wizard
Monk
P.E.K.K.A
Earthquake Wizard Monk
Earthquake Barbarian Hut
Wizard Ram Rider Monk
Wizard
Earthquake Wizard
Monk
P.E.K.K.A
Monk
P.E.K.K.A
Wizard Monk

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