My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Good
F2P score
RIP

2 problems 4 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Ice Wizard Ram Rider

Defensive buildings

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

Mortar

Investments

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

P.E.K.K.A Ice Wizard Royal Ghost Ram Rider Goblinstein

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Mortar 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.

Mortar Royal Ghost 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.

Mortar P.E.K.K.A Royal Ghost 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.

Royal Ghost 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
Mortar Ram Rider
Barbarian Barrel
Mortar Ice Wizard Royal Ghost
The Log
Ram Rider
Earthquake
Mortar
Arrows
Royal Delivery
P.E.K.K.A Ice Wizard Royal Ghost Ram Rider
Fireball
Mortar Ice Wizard Ram Rider
Poison
Mortar Ice Wizard
Lightning
Mortar Ice Wizard Ram Rider Goblinstein
Rocket
Mortar Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Ice Wizard Royal Ghost

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.

Arrows Rage P.E.K.K.A Ice Wizard Royal Ghost

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Arrows Ice Wizard Royal Ghost Mortar Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Ice Wizard Royal Ghost

Attack Synergies 1 7

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 Mortar Ram Rider
Mortar
Arrows Ram Rider
Rage
P.E.K.K.A
Arrows Ice Wizard Ram Rider
Ice Wizard
P.E.K.K.A Ram Rider
Royal Ghost
Ram Rider
Ram Rider
Arrows Mortar P.E.K.K.A Ice Wizard Royal Ghost
Goblinstein

Defense Synergies 0 5

Arrows
Mortar P.E.K.K.A Ice Wizard
Mortar
Arrows Ice Wizard
Rage
P.E.K.K.A
Arrows Ice Wizard
Ice Wizard
Arrows Mortar P.E.K.K.A
Royal Ghost
Ram Rider
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.

Mortar Ram Rider
P.E.K.K.A Mortar Ice Wizard Ram Rider
Mortar P.E.K.K.A Ram Rider Ice Wizard
P.E.K.K.A Mortar Ice Wizard Ram Rider
Arrows P.E.K.K.A
Arrows Ice Wizard Royal Ghost
Ram Rider Arrows Mortar Ice Wizard
Arrows P.E.K.K.A Ram Rider
P.E.K.K.A Mortar Ice Wizard
Ice Wizard Royal Ghost
Ice Wizard Arrows Royal Ghost Ram Rider
Arrows Ice Wizard Ram Rider
Mortar P.E.K.K.A Ice Wizard Ram Rider
Arrows Mortar P.E.K.K.A Royal Ghost
P.E.K.K.A Mortar Ram Rider
Mortar P.E.K.K.A Ram Rider
Arrows Mortar P.E.K.K.A
Arrows Mortar Ice Wizard Royal Ghost Ram Rider
Arrows Mortar Ice Wizard Royal Ghost Ram Rider
P.E.K.K.A Mortar Ram Rider
Royal Ghost Arrows P.E.K.K.A

Counters to secondary win conditions

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

P.E.K.K.A Royal Ghost
Arrows Mortar Royal Ghost
P.E.K.K.A Ram Rider
P.E.K.K.A Ram Rider
P.E.K.K.A Ram Rider
Arrows Ice Wizard Ram Rider
P.E.K.K.A Ice Wizard Ram Rider
P.E.K.K.A
P.E.K.K.A Mortar
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows
P.E.K.K.A Ram Rider
Mortar P.E.K.K.A
Arrows P.E.K.K.A Ice Wizard Royal Ghost
Arrows Mortar Ice 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.)

Arrows Mortar Royal Ghost
Arrows Mortar Ice Wizard Royal Ghost Ram Rider
Arrows
Arrows
Arrows Mortar
Arrows Ice Wizard Ram Rider
Arrows Mortar
Arrows Ice Wizard Ram Rider
Arrows Mortar Ram Rider
Arrows Mortar Ram Rider
Arrows
Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows
Arrows Mortar
Arrows Mortar Ice Wizard
Arrows Mortar Ice Wizard Royal Ghost Ram Rider
Arrows Mortar Ram Rider
Arrows Mortar
Arrows Ice Wizard
Arrows Mortar
Arrows
P.E.K.K.A
Arrows
Arrows Ice Wizard Ram Rider
Arrows
Arrows Mortar
Arrows
P.E.K.K.A
Mortar Royal Ghost
P.E.K.K.A
Mortar

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