My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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

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 Battle Ram P.E.K.K.A Royal Ghost Electro Wizard Goblinstein

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 Royal Ghost

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 Royal Ghost

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 Electro Wizard

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

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 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 Battle Ram Rage P.E.K.K.A 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.

Bomber Rage Arrows Royal Ghost Battle Ram Electro Wizard Goblinstein P.E.K.K.A

Shortest cycle

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

10 Bomber Rage Arrows Royal Ghost

Attack Synergies 3 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.

Bomber
Battle Ram P.E.K.K.A
Arrows
P.E.K.K.A Battle Ram
Battle Ram
Bomber Arrows P.E.K.K.A Royal Ghost Electro Wizard
Rage
Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Goblinstein Bomber Battle Ram
Royal Ghost
Battle Ram Electro Wizard
Electro Wizard
P.E.K.K.A Battle Ram Rage Royal Ghost
Goblinstein
P.E.K.K.A

Defense Synergies 1 6

Bomber
P.E.K.K.A Royal Ghost Electro Wizard
Arrows
P.E.K.K.A
Battle Ram
Rage
P.E.K.K.A
Goblinstein Bomber Arrows Electro Wizard
Royal Ghost
Bomber Electro Wizard
Electro Wizard
Bomber P.E.K.K.A Royal Ghost
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.

Bomber Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Bomber Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Arrows P.E.K.K.A
Arrows Bomber Royal Ghost Electro Wizard
Electro Wizard Arrows
Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A
Bomber Royal Ghost Electro Wizard
Electro Wizard Bomber Arrows Royal Ghost
Arrows Electro Wizard
P.E.K.K.A Bomber Electro Wizard
Bomber Arrows P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Goblinstein
Bomber Arrows P.E.K.K.A Electro Wizard
Arrows Bomber Royal Ghost Electro Wizard
Arrows Bomber Royal Ghost Electro Wizard
P.E.K.K.A Electro Wizard
Bomber Royal Ghost Arrows P.E.K.K.A Electro Wizard
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 Electro Wizard
Electro Wizard Bomber Arrows Royal Ghost
P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Arrows Goblinstein Electro Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
P.E.K.K.A Electro Wizard Goblinstein
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A
Bomber
Electro Wizard Bomber P.E.K.K.A Goblinstein
Arrows Bomber P.E.K.K.A Royal Ghost 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 Royal Ghost
Arrows Royal Ghost Electro Wizard
Arrows
Arrows
Bomber Arrows Goblinstein
Arrows Goblinstein
Bomber Arrows
Arrows
Arrows
Electro Wizard
Arrows Electro Wizard
Arrows
Arrows
Arrows
Bomber Arrows
Arrows
Arrows
Bomber
Bomber Arrows Electro Wizard
Bomber Arrows
Arrows
Arrows
Arrows Bomber Goblinstein
Arrows Royal Ghost Electro Wizard
Arrows
Arrows
Arrows Electro Wizard
Electro Wizard Goblinstein
Bomber Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Goblinstein
Arrows Electro Wizard
Arrows
Electro Wizard
Arrows Bomber
Arrows
P.E.K.K.A
Electro Wizard
Electro Wizard
Royal Ghost Electro Wizard
P.E.K.K.A

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