My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
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 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!

Similar decks

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.

Missing

Investments

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

Bomber P.E.K.K.A Electro Wizard 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.

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.

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
Bomber Clone Ram Rider
Giant Snowball
Bomber Clone Ram Rider
Zap
Bomber Clone Ram Rider
Barbarian Barrel
Bomber Clone Electro Wizard
The Log
Bomber Clone Ram Rider
Earthquake
Bomber Clone
Arrows
Bomber Clone
Royal Delivery
Bomber Clone P.E.K.K.A Electro Wizard Ram Rider
Fireball
Bomber Clone Electro Wizard Ram Rider
Poison
Bomber Clone Electro Wizard
Lightning
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.

Bomber Arrows

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 Rage Clone 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.

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.

Bomber Rage Arrows Clone Electro Wizard Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

10 Bomber Rage Arrows Clone

Attack Synergies 2 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.

Bomber
P.E.K.K.A Ram Rider
Arrows
P.E.K.K.A Ram Rider
Rage
Electro Wizard
Clone
Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Bomber Ram Rider
Electro Wizard
P.E.K.K.A Rage Clone Ram Rider
Ram Rider
Bomber Arrows P.E.K.K.A Electro Wizard
Goblinstein

Defense Synergies 0 5

Bomber
P.E.K.K.A Electro Wizard
Arrows
P.E.K.K.A
Rage
Clone
P.E.K.K.A
Bomber Arrows Electro Wizard
Electro Wizard
Bomber P.E.K.K.A Ram Rider
Ram Rider
Electro Wizard
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.

Bomber Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Ram Rider Bomber Electro Wizard
P.E.K.K.A Electro Wizard Ram Rider
Bomber Arrows P.E.K.K.A
Arrows Bomber Electro Wizard
Electro Wizard Ram Rider Arrows
Arrows P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A
Bomber Electro Wizard
Electro Wizard Bomber Arrows Ram Rider
Arrows Electro Wizard Ram Rider
P.E.K.K.A Bomber Electro Wizard Ram Rider
Bomber Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
Bomber Arrows P.E.K.K.A Electro Wizard
Arrows Bomber Electro Wizard Ram Rider
Arrows Bomber Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
Bomber Arrows P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

P.E.K.K.A Electro Wizard
Electro Wizard Bomber Arrows
P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Ram Rider
Arrows 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
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Ram Rider
Bomber
Electro Wizard Bomber P.E.K.K.A
Arrows Bomber P.E.K.K.A Electro Wizard
Bomber Arrows 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
Arrows Electro Wizard Ram Rider
Arrows
Arrows
Bomber Arrows
Arrows Ram Rider
Bomber Arrows
Arrows Ram Rider
Arrows Ram Rider
Electro Wizard
Arrows Electro Wizard Ram Rider
Arrows
Arrows
Arrows
Bomber Arrows
Arrows
Arrows
Bomber
Bomber Arrows Electro Wizard
Bomber Arrows
Arrows
Arrows
Arrows Bomber
Arrows Electro Wizard Ram Rider
Arrows Ram Rider
Arrows
Arrows Electro Wizard
Electro Wizard
Bomber Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard
Arrows Electro Wizard Ram Rider
Arrows
Electro Wizard
Arrows Bomber
Arrows
P.E.K.K.A
Electro Wizard
Electro Wizard
Electro Wizard
P.E.K.K.A

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