My Best Clash Royale Deck

Deck Check Rating

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

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 No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Firecracker Elixir Golem Wizard Rune Giant Ram Rider

Offensive cards

Win conditions

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

Elixir Golem Rune Giant Ram Rider

Damage spells

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

Missing

Punishments

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

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker 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.

Electro Spirit Elixir Golem Mini P.E.K.K.A Guards Rune Giant

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Firecracker Elixir Golem Guards Mini P.E.K.K.A Rune Giant Wizard Ram Rider

Shortest cycle

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

10 Electro Spirit Firecracker Elixir Golem Guards

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.

Electro Spirit
Ram Rider
Firecracker
Elixir Golem Mini P.E.K.K.A Rune Giant Ram Rider
Elixir Golem
Firecracker Mini P.E.K.K.A Wizard
Mini P.E.K.K.A
Firecracker Elixir Golem Wizard Ram Rider
Wizard
Elixir Golem Mini P.E.K.K.A Ram Rider
Guards
Ram Rider
Rune Giant
Firecracker
Ram Rider
Electro Spirit Firecracker Mini P.E.K.K.A Wizard Guards

Defense Synergies 0 6

Electro Spirit
Firecracker
Mini P.E.K.K.A Guards
Elixir Golem
Mini P.E.K.K.A
Firecracker Wizard Guards Ram Rider
Wizard
Mini P.E.K.K.A Guards
Guards
Firecracker Mini P.E.K.K.A Wizard
Rune Giant
Ram Rider
Mini 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.

Firecracker Wizard Ram Rider
Mini P.E.K.K.A Firecracker Ram Rider
Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A Firecracker Guards Ram Rider
Firecracker Mini P.E.K.K.A
Electro Spirit Firecracker Guards
Ram Rider Electro Spirit Firecracker Wizard
Electro Spirit Ram Rider
Mini P.E.K.K.A
Guards Firecracker Mini P.E.K.K.A
Guards Electro Spirit Firecracker Wizard Ram Rider
Firecracker Wizard Ram Rider
Mini P.E.K.K.A Wizard Guards Ram Rider
Wizard Electro Spirit Firecracker Mini P.E.K.K.A Guards
Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A Ram Rider
Wizard Firecracker Mini P.E.K.K.A
Electro Spirit Firecracker Wizard Guards Ram Rider
Wizard Electro Spirit Firecracker Guards Ram Rider
Mini P.E.K.K.A Ram Rider
Wizard Electro Spirit Firecracker Mini P.E.K.K.A Guards
Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards
Firecracker Mini P.E.K.K.A Wizard
Guards Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A Guards Ram Rider
Mini P.E.K.K.A Guards Ram Rider
Firecracker Wizard Electro Spirit Ram Rider
Mini P.E.K.K.A Guards Ram Rider
Mini P.E.K.K.A
Electro Spirit Firecracker Mini P.E.K.K.A
Guards
Mini P.E.K.K.A Guards
Guards
Mini P.E.K.K.A Wizard Guards Ram Rider
Wizard Firecracker
Guards Electro Spirit Firecracker Mini P.E.K.K.A
Electro Spirit Firecracker Mini P.E.K.K.A Wizard
Electro Spirit

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.)

Firecracker Guards
Firecracker Ram Rider
Firecracker Guards
Wizard Firecracker
Firecracker Wizard Electro Spirit Ram Rider
Firecracker Wizard
Firecracker Wizard Ram Rider
Firecracker Wizard Ram Rider
Mini P.E.K.K.A Guards
Firecracker Wizard Ram Rider
Firecracker Wizard
Firecracker
Firecracker
Firecracker
Firecracker Wizard
Firecracker Wizard
Mini P.E.K.K.A
Firecracker Mini P.E.K.K.A Wizard
Firecracker Wizard
Wizard
Firecracker Electro Spirit Wizard
Firecracker Wizard Ram Rider
Wizard Ram Rider
Firecracker
Firecracker Wizard
Electro Spirit Firecracker Wizard Guards
Mini P.E.K.K.A
Wizard
Electro Spirit Firecracker
Firecracker Wizard
Electro Spirit Guards
Firecracker Wizard Ram Rider
Firecracker Mini P.E.K.K.A Wizard
Firecracker Wizard
Firecracker
Electro Spirit Firecracker Guards
Firecracker
Firecracker
Firecracker Wizard

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