My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Mediocre
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard Ram Rider

Defensive buildings

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

Cannon

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 Royal Ghost Electro Wizard Ram Rider Goblinstein

Offensive cards

Win conditions

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

Miner Ram Rider

Damage spells

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

Arrows

Punishments

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

Miner Royal Ghost Ram Rider

Pump responses

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

Miner

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Royal Ghost

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 P.E.K.K.A Miner 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.

Electro 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.

Arrows Cannon Miner Royal Ghost Electro Wizard Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

12 Arrows Cannon Miner Royal Ghost

Attack Synergies 3 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 Miner Ram Rider
Cannon
P.E.K.K.A
Arrows Electro Wizard Goblinstein Ram Rider
Miner
Arrows Royal Ghost Electro Wizard
Royal Ghost
Miner Electro Wizard Ram Rider
Electro Wizard
P.E.K.K.A Miner Royal Ghost Ram Rider
Ram Rider
Arrows P.E.K.K.A Royal Ghost Electro Wizard Goblinstein
Goblinstein
P.E.K.K.A Ram Rider

Defense Synergies 1 7

Arrows
Cannon P.E.K.K.A
Cannon
Arrows Royal Ghost Electro Wizard
P.E.K.K.A
Goblinstein Arrows Electro Wizard
Miner
Royal Ghost
Cannon Electro Wizard
Electro Wizard
Cannon P.E.K.K.A Royal Ghost Ram Rider
Ram Rider
Electro Wizard
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.

Cannon Electro Wizard Ram Rider
P.E.K.K.A Cannon Electro Wizard Ram Rider
Cannon P.E.K.K.A Ram Rider Electro Wizard
Cannon P.E.K.K.A Electro Wizard Ram Rider
Arrows P.E.K.K.A
Arrows Cannon Royal Ghost Electro Wizard
Electro Wizard Ram Rider Arrows Cannon
Arrows Cannon P.E.K.K.A Electro Wizard Ram Rider
Cannon P.E.K.K.A
Cannon Miner Royal Ghost Electro Wizard
Electro Wizard Arrows Cannon Royal Ghost Ram Rider
Arrows Electro Wizard Ram Rider
Cannon P.E.K.K.A Electro Wizard Ram Rider
Arrows Cannon P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Cannon Electro Wizard Ram Rider
Cannon P.E.K.K.A Electro Wizard Ram Rider Goblinstein
Arrows Cannon P.E.K.K.A Electro Wizard
Arrows Cannon Royal Ghost Electro Wizard Ram Rider
Arrows Cannon Royal Ghost Electro Wizard Ram Rider
P.E.K.K.A Cannon Electro Wizard Ram Rider
Royal Ghost Arrows Cannon P.E.K.K.A Electro Wizard
P.E.K.K.A Cannon

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 Electro Wizard
Electro Wizard Arrows Miner Royal Ghost
P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Cannon Ram Rider
Arrows Goblinstein Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A
P.E.K.K.A Electro Wizard Goblinstein
P.E.K.K.A Cannon
P.E.K.K.A
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Cannon Ram Rider
Cannon
Electro Wizard P.E.K.K.A Goblinstein
Arrows Cannon P.E.K.K.A Royal Ghost Electro Wizard
Arrows Cannon Electro 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 Royal Ghost
Arrows Miner Royal Ghost Electro Wizard Ram Rider
Arrows Miner
Arrows
Arrows Goblinstein
Arrows Goblinstein Ram Rider
Arrows
Arrows Ram Rider
Arrows Miner Ram Rider
Electro Wizard
Miner Arrows Electro Wizard Ram Rider
Arrows
Miner
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Electro Wizard
Arrows Miner
Arrows
Arrows
Arrows Goblinstein
Arrows Miner Royal Ghost Electro Wizard Ram Rider
Arrows Miner Ram Rider
Miner Arrows
Arrows Electro Wizard
Electro Wizard Goblinstein
Arrows Miner
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Goblinstein
Arrows Electro Wizard Ram Rider
Arrows
Miner Electro Wizard
Arrows
Arrows
P.E.K.K.A
Electro Wizard
Electro Wizard
Miner Royal Ghost Electro Wizard
P.E.K.K.A

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