My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Gang Firecracker 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.

Firecracker P.E.K.K.A 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.

Zap Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang 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 Goblin Gang 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 Spirit Firecracker 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
Goblin Gang Ram Rider
Giant Snowball
Goblin Gang Ram Rider
Zap
Goblin Gang Firecracker Ram Rider
Barbarian Barrel
Electro Spirit Goblin Gang Firecracker
The Log
Electro Spirit Goblin Gang Firecracker Ram Rider
Earthquake
Goblin Gang Firecracker
Arrows
Electro Spirit Goblin Gang Firecracker
Royal Delivery
Electro Spirit Goblin Gang Firecracker P.E.K.K.A Ram Rider
Fireball
Goblin Gang Firecracker Ram Rider
Poison
Goblin Gang Firecracker
Lightning
Ram Rider Monk
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows Firecracker

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 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.

Goblin Gang

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Electro Spirit Zap Arrows Goblin Gang Firecracker Ram Rider Monk P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Zap Arrows Goblin Gang

Attack Synergies 5 11

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
Zap P.E.K.K.A Ram Rider
Zap
Arrows Firecracker P.E.K.K.A Ram Rider Electro Spirit
Arrows
Zap P.E.K.K.A Ram Rider
Goblin Gang
Firecracker P.E.K.K.A Monk
Firecracker
Zap Goblin Gang P.E.K.K.A Ram Rider Monk
P.E.K.K.A
Zap Arrows Electro Spirit Goblin Gang Firecracker Ram Rider
Ram Rider
Zap Electro Spirit Arrows Firecracker P.E.K.K.A
Monk
Goblin Gang Firecracker

Defense Synergies 0 11

Electro Spirit
Zap
Zap
Electro Spirit Arrows Goblin Gang Firecracker P.E.K.K.A Ram Rider
Arrows
Zap P.E.K.K.A Monk
Goblin Gang
Zap Firecracker P.E.K.K.A
Firecracker
Zap Goblin Gang P.E.K.K.A
P.E.K.K.A
Zap Arrows Goblin Gang Firecracker
Ram Rider
Zap
Monk
Arrows

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.

Zap Firecracker Ram Rider
P.E.K.K.A Zap Goblin Gang Firecracker Ram Rider Monk
Goblin Gang P.E.K.K.A Ram Rider
P.E.K.K.A Goblin Gang Firecracker Ram Rider Monk
Arrows Firecracker P.E.K.K.A Monk
Arrows Goblin Gang Electro Spirit Zap Firecracker
Ram Rider Electro Spirit Zap Arrows Goblin Gang Firecracker
Electro Spirit Zap Arrows P.E.K.K.A Ram Rider Monk
P.E.K.K.A Goblin Gang
Goblin Gang Firecracker
Goblin Gang Electro Spirit Zap Arrows Firecracker Ram Rider
Arrows Zap Goblin Gang Firecracker Ram Rider
P.E.K.K.A Zap Goblin Gang Ram Rider
Electro Spirit Zap Arrows Goblin Gang Firecracker P.E.K.K.A
P.E.K.K.A Goblin Gang Ram Rider
Monk Zap Goblin Gang P.E.K.K.A Ram Rider
Arrows Goblin Gang Firecracker P.E.K.K.A
Arrows Electro Spirit Zap Goblin Gang Firecracker Ram Rider
Zap Arrows Electro Spirit Firecracker Ram Rider
P.E.K.K.A Ram Rider
Goblin Gang Electro Spirit Arrows Firecracker P.E.K.K.A

Counters to secondary win conditions

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

Goblin Gang Zap P.E.K.K.A
Zap Arrows Goblin Gang Firecracker Monk
Goblin Gang P.E.K.K.A Zap Ram Rider
Goblin Gang P.E.K.K.A Zap Ram Rider Monk
P.E.K.K.A Goblin Gang Ram Rider
Arrows Firecracker Electro Spirit Zap Goblin Gang Ram Rider Monk
Goblin Gang P.E.K.K.A Ram Rider
P.E.K.K.A
Zap P.E.K.K.A Electro Spirit Firecracker Monk
P.E.K.K.A Goblin Gang
P.E.K.K.A
P.E.K.K.A Monk Zap Arrows
P.E.K.K.A Goblin Gang Ram Rider
Firecracker
Goblin Gang Electro Spirit Zap Firecracker P.E.K.K.A Monk
Arrows Electro Spirit Zap Firecracker P.E.K.K.A
Electro Spirit Zap 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 Firecracker Monk
Arrows Firecracker Monk Zap Ram Rider
Arrows
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Electro Spirit Zap Ram Rider Monk
Arrows Firecracker
Arrows Zap Firecracker Ram Rider
Arrows Monk Zap Firecracker Ram Rider
Goblin Gang
Firecracker Monk Zap Arrows Ram Rider
Monk Zap Arrows Firecracker
Firecracker
Arrows Firecracker Monk
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker
Monk Arrows
Zap Arrows Firecracker Monk
Zap Arrows Firecracker Monk
Monk
Arrows
Monk
Zap Arrows Monk
Zap Arrows Firecracker Electro Spirit
Arrows Firecracker Zap Ram Rider Monk
Zap Arrows Ram Rider Monk
Zap Arrows Firecracker
Zap Arrows Firecracker
Zap Electro Spirit Firecracker
Zap Arrows
Zap Electro Spirit Arrows Firecracker Monk
P.E.K.K.A
Arrows Firecracker Monk
Zap Electro Spirit Goblin Gang
Zap Arrows Firecracker Ram Rider Monk
Arrows
Goblin Gang Firecracker
Arrows Zap Firecracker
Monk Zap Arrows
Firecracker P.E.K.K.A
Zap Electro Spirit Goblin Gang Firecracker
Firecracker Zap
Zap Firecracker Monk
P.E.K.K.A
Firecracker Monk

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