My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Tesla Wizard Ram Rider

Defensive buildings

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

Tesla

Investments

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

Knight Tesla Wizard P.E.K.K.A 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.

Arrows Rage

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.

Knight 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

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Knight Rage 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.

Rage Arrows Knight Tesla Wizard Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

12 Rage Arrows Knight Tesla

Attack Synergies 2 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.

Arrows
P.E.K.K.A Knight Ram Rider
Knight
Arrows Wizard Ram Rider
Tesla
Wizard
Knight Rage P.E.K.K.A Ram Rider
Rage
Wizard
P.E.K.K.A
Arrows Goblinstein Wizard Ram Rider
Ram Rider
Arrows Knight Wizard P.E.K.K.A Goblinstein
Goblinstein
P.E.K.K.A Ram Rider

Defense Synergies 2 6

Arrows
Knight Tesla P.E.K.K.A
Knight
Tesla Arrows Wizard
Tesla
Knight Arrows Wizard
Wizard
Knight Tesla P.E.K.K.A
Rage
P.E.K.K.A
Goblinstein Arrows Wizard
Ram Rider
Goblinstein
P.E.K.K.A

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.

Knight Tesla Wizard Ram Rider
P.E.K.K.A Knight Tesla Ram Rider
Tesla P.E.K.K.A Ram Rider Knight
Tesla P.E.K.K.A Knight Ram Rider
Arrows P.E.K.K.A
Arrows Tesla
Tesla Ram Rider Arrows Wizard
Arrows Tesla P.E.K.K.A Ram Rider
Tesla P.E.K.K.A
Knight Tesla
Arrows Knight Tesla Wizard Ram Rider
Arrows Tesla Wizard Ram Rider
Tesla P.E.K.K.A Knight Wizard Ram Rider
Wizard Arrows Tesla P.E.K.K.A
P.E.K.K.A Knight Tesla Ram Rider
Tesla P.E.K.K.A Ram Rider Goblinstein
Tesla Wizard Arrows Knight P.E.K.K.A
Arrows Tesla Knight Wizard Ram Rider
Arrows Wizard Knight Tesla Ram Rider
P.E.K.K.A Tesla Ram Rider
Wizard Arrows Knight Tesla P.E.K.K.A
P.E.K.K.A Tesla

Counters to secondary win conditions

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

Knight Tesla P.E.K.K.A
Arrows Knight Tesla Wizard
P.E.K.K.A Knight Ram Rider
P.E.K.K.A Knight Tesla Ram Rider
P.E.K.K.A Knight Tesla Ram Rider
Arrows Wizard Goblinstein Tesla Ram Rider
P.E.K.K.A Knight Tesla Ram Rider
P.E.K.K.A Knight Tesla
P.E.K.K.A Goblinstein Knight
P.E.K.K.A Tesla
P.E.K.K.A Knight Tesla
P.E.K.K.A Arrows
P.E.K.K.A Knight Tesla Wizard Ram Rider
Wizard Tesla
Tesla Knight P.E.K.K.A Goblinstein
Arrows Tesla Wizard P.E.K.K.A
Arrows

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.)

Arrows Knight
Arrows Ram Rider
Arrows
Arrows Knight
Wizard Arrows Goblinstein
Arrows Wizard Goblinstein Ram Rider
Arrows Wizard
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider
Arrows Knight Wizard Ram Rider
Arrows Wizard
Knight
Arrows
Arrows
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard Goblinstein
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider
Arrows
Arrows Wizard
Wizard Goblinstein
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Goblinstein
Arrows Wizard Ram Rider
Arrows
Knight Wizard
Arrows Wizard
Arrows
P.E.K.K.A
P.E.K.K.A
Wizard

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