My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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!

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.

P.E.K.K.A Royal Ghost Electro Wizard Lumberjack Ram Rider

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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit 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.

Electro Spirit Arrows 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.

Electro Spirit Rage Arrows Royal Ghost Electro Wizard Lumberjack Ram Rider P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Rage Arrows Royal Ghost

Attack Synergies 2 14

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
P.E.K.K.A Lumberjack Ram Rider
Arrows
P.E.K.K.A Lumberjack Ram Rider
Rage
Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Electro Spirit Lumberjack Ram Rider
Royal Ghost
Electro Wizard Lumberjack Ram Rider
Electro Wizard
P.E.K.K.A Rage Royal Ghost Lumberjack Ram Rider
Lumberjack
Electro Spirit Arrows P.E.K.K.A Royal Ghost Electro Wizard Ram Rider
Ram Rider
Electro Spirit Arrows P.E.K.K.A Royal Ghost Electro Wizard Lumberjack

Defense Synergies 0 9

Electro Spirit
Electro Wizard Lumberjack
Arrows
P.E.K.K.A Lumberjack
Rage
P.E.K.K.A
Arrows Electro Wizard
Royal Ghost
Electro Wizard
Electro Wizard
Electro Spirit P.E.K.K.A Royal Ghost Lumberjack Ram Rider
Lumberjack
Electro Spirit Arrows Electro Wizard Ram Rider
Ram Rider
Electro Wizard Lumberjack

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.

Electro Wizard Ram Rider
P.E.K.K.A Lumberjack Electro Wizard Ram Rider
P.E.K.K.A Lumberjack Ram Rider Electro Wizard
P.E.K.K.A Lumberjack Electro Wizard Ram Rider
Arrows P.E.K.K.A Lumberjack
Arrows Electro Spirit Royal Ghost Electro Wizard Lumberjack
Electro Wizard Ram Rider Electro Spirit Arrows
Electro Spirit Arrows P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Lumberjack
Royal Ghost Electro Wizard Lumberjack
Electro Wizard Electro Spirit Arrows Royal Ghost Lumberjack Ram Rider
Arrows Electro Wizard Ram Rider
P.E.K.K.A Lumberjack Electro Wizard Ram Rider
Electro Spirit Arrows P.E.K.K.A Royal Ghost Electro Wizard Lumberjack
P.E.K.K.A Electro Wizard Lumberjack Ram Rider
P.E.K.K.A Electro Wizard Lumberjack Ram Rider
Arrows P.E.K.K.A Electro Wizard Lumberjack
Arrows Electro Spirit Royal Ghost Electro Wizard Lumberjack Ram Rider
Arrows Electro Spirit Royal Ghost Electro Wizard Lumberjack Ram Rider
P.E.K.K.A Electro Wizard Lumberjack Ram Rider
Royal Ghost Electro Spirit Arrows P.E.K.K.A Electro Wizard Lumberjack
P.E.K.K.A

Counters to secondary win conditions

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

Lumberjack P.E.K.K.A Royal Ghost Electro Wizard
Electro Wizard Arrows Royal Ghost Lumberjack
P.E.K.K.A Lumberjack Electro Wizard Ram Rider
P.E.K.K.A Lumberjack Electro Wizard Ram Rider
P.E.K.K.A Lumberjack Ram Rider
Arrows Electro Spirit Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Lumberjack Ram Rider
P.E.K.K.A Lumberjack
P.E.K.K.A Electro Wizard Electro Spirit
P.E.K.K.A
P.E.K.K.A Lumberjack
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Lumberjack Ram Rider
Electro Wizard Electro Spirit P.E.K.K.A Lumberjack
Arrows Electro Spirit P.E.K.K.A Royal Ghost Electro Wizard
Electro Spirit 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 Ram Rider
Arrows
Arrows
Arrows
Arrows Electro Spirit Ram Rider
Arrows
Arrows Ram Rider
Arrows Ram Rider
Electro Wizard Lumberjack
Arrows Electro Wizard Ram Rider
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows
Arrows Electro Wizard
Arrows
Arrows
Arrows
Arrows Electro Spirit
Arrows Royal Ghost Electro Wizard Ram Rider
Arrows Ram Rider
Arrows
Arrows Electro Wizard
Electro Wizard Electro Spirit
Arrows
Electro Spirit Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Electro Spirit
Arrows Electro Wizard Ram Rider
Arrows
Electro Wizard Lumberjack
Arrows
Arrows
P.E.K.K.A
Electro Spirit Electro Wizard
Electro Wizard
Royal Ghost Electro Wizard
P.E.K.K.A

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