My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Knight Cannon Cart P.E.K.K.A Ram Rider Goblinstein

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.

Cannon Cart 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 Knight Cannon Cart 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 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
Cannon Cart Ram Rider
Giant Snowball
Ram Rider
Zap
Cannon Cart Ram Rider
Barbarian Barrel
Electro Spirit Knight Cannon Cart
The Log
Electro Spirit Cannon Cart Ram Rider
Earthquake
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Knight Cannon Cart P.E.K.K.A Ram Rider
Fireball
Cannon Cart Ram Rider
Poison
Lightning
Knight Cannon Cart Ram Rider Goblinstein
Rocket
Cannon Cart Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows

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 Knight P.E.K.K.A

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.

Bad

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 Knight Cannon Cart Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Zap Arrows Knight

Attack Synergies 5 12

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 Cannon Cart P.E.K.K.A Ram Rider
Zap
Arrows Cannon Cart P.E.K.K.A Ram Rider Electro Spirit Knight
Arrows
Zap P.E.K.K.A Knight Cannon Cart Ram Rider
Knight
Zap Arrows Cannon Cart Ram Rider
Cannon Cart
Zap Electro Spirit Arrows Knight Ram Rider
P.E.K.K.A
Zap Arrows Electro Spirit Ram Rider
Ram Rider
Zap Electro Spirit Arrows Knight Cannon Cart P.E.K.K.A
Goblinstein

Defense Synergies 0 10

Electro Spirit
Zap
Zap
Electro Spirit Arrows Knight Cannon Cart P.E.K.K.A Ram Rider
Arrows
Zap Knight Cannon Cart P.E.K.K.A
Knight
Zap Arrows Cannon Cart
Cannon Cart
Zap Arrows Knight
P.E.K.K.A
Zap Arrows
Ram Rider
Zap
Goblinstein

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.

Cannon Cart Zap Knight Ram Rider
P.E.K.K.A Zap Knight Cannon Cart Ram Rider
P.E.K.K.A Ram Rider Knight Cannon Cart
P.E.K.K.A Knight Cannon Cart Ram Rider
Arrows P.E.K.K.A
Arrows Electro Spirit Zap Cannon Cart
Ram Rider Electro Spirit Zap Arrows
Electro Spirit Zap Arrows Cannon Cart P.E.K.K.A Ram Rider
P.E.K.K.A
Knight Cannon Cart
Electro Spirit Zap Arrows Knight Cannon Cart Ram Rider
Arrows Zap Ram Rider
P.E.K.K.A Zap Knight Cannon Cart Ram Rider
Electro Spirit Zap Arrows Cannon Cart P.E.K.K.A
P.E.K.K.A Knight Cannon Cart Ram Rider
Zap P.E.K.K.A Ram Rider
Arrows Knight Cannon Cart P.E.K.K.A
Arrows Electro Spirit Zap Knight Cannon Cart Ram Rider
Zap Arrows Electro Spirit Knight Cannon Cart Ram Rider
P.E.K.K.A Cannon Cart Ram Rider
Electro Spirit Arrows Knight Cannon Cart P.E.K.K.A

Counters to secondary win conditions

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

Knight Zap Cannon Cart P.E.K.K.A
Zap Arrows Knight Cannon Cart
P.E.K.K.A Zap Knight Cannon Cart Ram Rider
P.E.K.K.A Zap Knight Cannon Cart Ram Rider
P.E.K.K.A Knight Cannon Cart Ram Rider
Arrows Electro Spirit Zap Ram Rider
P.E.K.K.A Knight Cannon Cart Ram Rider
P.E.K.K.A Knight Cannon Cart
Zap P.E.K.K.A Electro Spirit Knight Cannon Cart
P.E.K.K.A
P.E.K.K.A Knight Cannon Cart
P.E.K.K.A Zap Arrows
Cannon Cart P.E.K.K.A Knight Ram Rider
Cannon Cart
Electro Spirit Zap Knight Cannon Cart P.E.K.K.A
Arrows Electro Spirit Zap Cannon Cart 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 Knight
Arrows Zap Ram Rider
Arrows Cannon Cart
Cannon Cart Arrows Knight
Zap Arrows
Arrows Electro Spirit Zap Ram Rider
Arrows
Arrows Zap Ram Rider
Arrows Zap Ram Rider
Zap Arrows Knight Cannon Cart Ram Rider
Zap Arrows
Knight Cannon Cart
Arrows Cannon Cart
Zap Arrows Cannon Cart
Zap Arrows Cannon Cart
Arrows Cannon Cart
Arrows
Zap Arrows
Zap Arrows
Arrows
Zap Arrows Cannon Cart
Zap Arrows Electro Spirit
Arrows Zap Ram Rider
Zap Arrows Ram Rider
Zap Arrows
Zap Arrows
Zap Electro Spirit
Zap Arrows
Zap Electro Spirit Arrows
P.E.K.K.A
Arrows
Zap Electro Spirit Cannon Cart
Zap Arrows Ram Rider
Arrows
Knight Cannon Cart
Arrows Zap
Zap Arrows
Cannon Cart P.E.K.K.A
Zap Electro Spirit
Zap
Zap Cannon Cart
Cannon Cart P.E.K.K.A

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