My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Minions Wizard

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.

Battle Ram Goblin Demolisher Wizard P.E.K.K.A

Offensive cards

Win conditions

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

Battle Ram

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.

Battle Ram

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.

Battle Ram P.E.K.K.A

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
Minions Battle Ram Goblin Demolisher Guards
Giant Snowball
Minions Battle Ram Guards
Zap
Minions Battle Ram Guards
Barbarian Barrel
Battle Ram Wizard Guards
The Log
Battle Ram Goblin Demolisher Guards
Earthquake
Guards
Arrows
Minions Guards
Royal Delivery
Minions Battle Ram Goblin Demolisher Wizard Guards P.E.K.K.A
Fireball
Minions Battle Ram Wizard
Poison
Minions Wizard Guards
Lightning
Battle Ram Wizard
Rocket
Wizard

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 Goblin Demolisher 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 Battle Ram Goblin Demolisher Rage Guards 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.

Minions 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.

Rage Arrows Minions Guards Battle Ram Goblin Demolisher Wizard P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Minions Guards

Attack Synergies 2 8

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 Battle Ram
Minions
Rage Battle Ram P.E.K.K.A
Battle Ram
Arrows Minions Goblin Demolisher P.E.K.K.A
Goblin Demolisher
Battle Ram P.E.K.K.A
Wizard
Rage P.E.K.K.A
Rage
Minions Wizard
Guards
P.E.K.K.A
Arrows Minions Battle Ram Goblin Demolisher Wizard

Defense Synergies 0 5

Arrows
P.E.K.K.A
Minions
P.E.K.K.A
Battle Ram
Goblin Demolisher
P.E.K.K.A
Wizard
Guards P.E.K.K.A
Rage
Guards
Wizard
P.E.K.K.A
Arrows Minions Goblin Demolisher Wizard

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.

Minions Goblin Demolisher Wizard
P.E.K.K.A Minions
P.E.K.K.A Minions
P.E.K.K.A Minions Guards
Arrows Goblin Demolisher P.E.K.K.A
Arrows Minions Goblin Demolisher Guards
Minions Arrows Wizard
Arrows P.E.K.K.A
P.E.K.K.A Minions
Guards
Minions Guards Arrows Goblin Demolisher Wizard
Arrows Minions Wizard
P.E.K.K.A Minions Wizard Guards
Wizard Arrows Minions Goblin Demolisher Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A
Wizard Arrows Minions P.E.K.K.A
Arrows Minions Goblin Demolisher Wizard Guards
Arrows Wizard Minions Goblin Demolisher Guards
P.E.K.K.A
Goblin Demolisher Wizard Arrows Minions Guards P.E.K.K.A

Counters to secondary win conditions

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

Guards P.E.K.K.A
Arrows Wizard
Guards P.E.K.K.A Minions
Guards P.E.K.K.A
P.E.K.K.A Guards
Arrows Wizard Minions Goblin Demolisher
Guards P.E.K.K.A Minions
P.E.K.K.A
P.E.K.K.A Minions
P.E.K.K.A Guards
P.E.K.K.A Minions Guards
P.E.K.K.A Arrows Guards
P.E.K.K.A Wizard Guards
Wizard Goblin Demolisher
Guards Minions P.E.K.K.A
Arrows Minions 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 Guards
Arrows
Arrows
Arrows Guards
Wizard Arrows Goblin Demolisher
Arrows Wizard Minions
Arrows Goblin Demolisher Wizard
Arrows Goblin Demolisher Wizard
Arrows Wizard
Minions Guards
Arrows Wizard
Arrows Wizard
Arrows Minions
Arrows
Arrows Goblin Demolisher Wizard
Arrows Goblin Demolisher Wizard
Arrows
Minions
Arrows Goblin Demolisher Wizard
Arrows Goblin Demolisher Wizard
Minions
Arrows Wizard
Arrows
Arrows Goblin Demolisher Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Minions Wizard Guards
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Minions Guards
Arrows Wizard
Arrows
Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Minions Guards
P.E.K.K.A
Wizard

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