My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon Ice Wizard Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

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

Bomber Electro Dragon Ice Wizard Ram Rider Monk

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.

Tornado

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.

Electro Spirit 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 Electro Dragon Ram Rider Monk

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 Ram Rider
Giant Snowball
Bomber Cannon Electro Dragon Ram Rider
Zap
Bomber Cannon Ram Rider
Barbarian Barrel
Electro Spirit Bomber Cannon Ice Wizard
The Log
Electro Spirit Bomber Cannon Ram Rider
Earthquake
Bomber Cannon
Arrows
Electro Spirit Bomber
Royal Delivery
Electro Spirit Bomber Electro Dragon Ice Wizard Ram Rider
Fireball
Bomber Cannon Electro Dragon Ice Wizard Ram Rider
Poison
Bomber Cannon Electro Dragon Ice Wizard
Lightning
Cannon Electro Dragon Ice Wizard Ram Rider Monk
Rocket
Electro Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Tornado Electro Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Tornado Electro Dragon Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Tornado Ice Wizard

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.

Ice 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 Bomber Cannon Tornado Ice Wizard Electro Dragon Ram Rider Monk

Shortest cycle

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

9 Electro Spirit Bomber Cannon Tornado

Attack Synergies 0 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.

Electro Spirit
Ram Rider
Bomber
Ram Rider Monk
Cannon
Tornado
Electro Dragon Ice Wizard Ram Rider
Electro Dragon
Tornado Ice Wizard
Ice Wizard
Tornado Electro Dragon Ram Rider
Ram Rider
Electro Spirit Bomber Tornado Ice Wizard
Monk
Bomber

Defense Synergies 1 7

Electro Spirit
Bomber
Cannon Tornado
Cannon
Bomber Electro Dragon Ice Wizard
Tornado
Ice Wizard Bomber Electro Dragon Ram Rider
Electro Dragon
Cannon Tornado Ice Wizard
Ice Wizard
Tornado Cannon Electro Dragon
Ram Rider
Tornado
Monk

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 Cannon Electro Dragon Ram Rider
Cannon Electro Dragon Ice Wizard Ram Rider Monk
Cannon Tornado Ram Rider Bomber Electro Dragon Ice Wizard
Cannon Electro Dragon Ice Wizard Ram Rider Monk
Bomber Tornado Monk
Tornado Electro Spirit Bomber Cannon Electro Dragon Ice Wizard
Tornado Ram Rider Electro Spirit Cannon Electro Dragon Ice Wizard
Electro Spirit Cannon Electro Dragon Ram Rider Monk
Cannon Tornado Ice Wizard
Tornado Bomber Cannon Ice Wizard
Ice Wizard Electro Spirit Bomber Cannon Tornado Electro Dragon Ram Rider
Tornado Electro Dragon Ice Wizard Ram Rider
Cannon Bomber Electro Dragon Ice Wizard Ram Rider
Bomber Electro Spirit Cannon Tornado Electro Dragon
Cannon Ram Rider
Tornado Monk Cannon Ram Rider
Bomber Cannon Tornado Electro Dragon
Cannon Electro Spirit Bomber Tornado Electro Dragon Ice Wizard Ram Rider
Tornado Electro Spirit Bomber Cannon Electro Dragon Ice Wizard Ram Rider
Cannon Tornado Ram Rider
Bomber Electro Spirit Cannon Electro Dragon

Counters to secondary win conditions

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

Bomber Electro Dragon Monk
Electro Dragon Ram Rider
Tornado Ram Rider Monk
Cannon Ram Rider
Electro Spirit Tornado Electro Dragon Ice Wizard Ram Rider Monk
Ice Wizard Ram Rider
Electro Dragon Electro Spirit Tornado Monk
Cannon
Electro Dragon
Monk Tornado
Cannon Ram Rider
Bomber Cannon Electro Dragon
Electro Dragon Electro Spirit Bomber Tornado Monk
Electro Spirit Bomber Cannon Electro Dragon Ice Wizard
Electro Spirit Bomber Cannon Ice 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.)

Electro Dragon Monk
Monk Tornado Electro Dragon Ice Wizard Ram Rider
Electro Dragon
Bomber
Electro Spirit Tornado Electro Dragon Ice Wizard Ram Rider Monk
Bomber Tornado
Tornado Electro Dragon Ice Wizard Ram Rider
Monk Tornado Electro Dragon Ram Rider
Tornado Electro Dragon
Monk Tornado Electro Dragon Ram Rider
Monk Tornado Electro Dragon
Electro Dragon Monk
Bomber Electro Dragon
Electro Dragon
Monk Tornado
Bomber
Bomber Electro Dragon Monk
Bomber Tornado Electro Dragon Monk
Monk
Tornado
Tornado Monk
Electro Dragon Monk
Tornado Electro Spirit Bomber Electro Dragon Ice Wizard
Tornado Electro Dragon Ice Wizard Ram Rider Monk
Tornado Electro Dragon Ram Rider Monk
Tornado
Tornado Electro Dragon Ice Wizard
Electro Dragon Electro Spirit
Bomber Electro Dragon
Electro Spirit Electro Dragon Monk
Monk
Electro Spirit Electro Dragon
Tornado Electro Dragon Ice Wizard Ram Rider Monk
Electro Dragon
Bomber Electro Dragon
Monk Tornado
Electro Dragon
Electro Dragon Electro Spirit Tornado
Tornado Electro Dragon
Electro Dragon Tornado Monk
Electro Dragon Monk

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: