My Best Clash Royale Deck

Deck Check Rating

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

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.

P.E.K.K.A Royal Ghost Bandit 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.

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

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 Zap Arrows Royal Ghost Bandit 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 Royal Ghost

Attack Synergies 4 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 P.E.K.K.A Bandit Ram Rider
Zap
Arrows P.E.K.K.A Ram Rider Electro Spirit Royal Ghost Bandit
Arrows
Zap P.E.K.K.A Bandit Ram Rider
P.E.K.K.A
Zap Arrows Electro Spirit Ram Rider
Royal Ghost
Zap Bandit Ram Rider
Bandit
Electro Spirit Zap Arrows Royal Ghost Ram Rider
Ram Rider
Zap Electro Spirit Arrows P.E.K.K.A Royal Ghost Bandit
Goblinstein

Defense Synergies 0 9

Electro Spirit
Zap
Zap
Electro Spirit Arrows P.E.K.K.A Royal Ghost Bandit Ram Rider
Arrows
Zap P.E.K.K.A Bandit
P.E.K.K.A
Zap Arrows
Royal Ghost
Zap
Bandit
Zap Arrows Ram Rider
Ram Rider
Zap Bandit
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.

Zap Ram Rider
P.E.K.K.A Zap Bandit Ram Rider
P.E.K.K.A Ram Rider Bandit
P.E.K.K.A Bandit Ram Rider
Arrows P.E.K.K.A
Arrows Electro Spirit Zap Royal Ghost Bandit
Ram Rider Electro Spirit Zap Arrows
Electro Spirit Zap Arrows P.E.K.K.A Bandit Ram Rider
P.E.K.K.A
Royal Ghost Bandit
Electro Spirit Zap Arrows Royal Ghost Bandit Ram Rider
Arrows Zap Ram Rider
P.E.K.K.A Zap Bandit Ram Rider
Electro Spirit Zap Arrows P.E.K.K.A Royal Ghost
P.E.K.K.A Bandit Ram Rider
Zap P.E.K.K.A Bandit Ram Rider
Arrows P.E.K.K.A
Arrows Electro Spirit Zap Royal Ghost Bandit Ram Rider
Zap Arrows Electro Spirit Royal Ghost Bandit Ram Rider
P.E.K.K.A Ram Rider
Royal Ghost Electro Spirit Arrows P.E.K.K.A Bandit

Counters to secondary win conditions

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

Zap P.E.K.K.A Royal Ghost Bandit
Bandit Zap Arrows Royal Ghost
P.E.K.K.A Bandit Zap Ram Rider
P.E.K.K.A Zap Bandit Ram Rider
P.E.K.K.A Bandit Ram Rider
Arrows Electro Spirit Zap Ram Rider
P.E.K.K.A Bandit Ram Rider
P.E.K.K.A
Zap P.E.K.K.A Electro Spirit Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Arrows
P.E.K.K.A Bandit Ram Rider
Electro Spirit Zap P.E.K.K.A
Arrows Electro Spirit Zap P.E.K.K.A Royal Ghost
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 Royal Ghost Bandit
Arrows Zap Royal Ghost Bandit Ram Rider
Arrows Bandit
Arrows
Zap Arrows
Arrows Electro Spirit Zap Ram Rider
Arrows
Arrows Zap Ram Rider
Arrows Zap Bandit Ram Rider
Zap Arrows Bandit Ram Rider
Zap Arrows
Bandit
Arrows Bandit
Zap Arrows
Zap Arrows Bandit
Arrows Bandit
Arrows
Zap Arrows Bandit
Zap Arrows
Arrows
Zap Arrows
Zap Arrows Electro Spirit
Arrows Zap Royal Ghost Bandit Ram Rider
Zap Arrows Bandit Ram Rider
Zap Arrows Bandit
Zap Arrows
Zap Electro Spirit
Zap Arrows Bandit
Zap Electro Spirit Arrows
P.E.K.K.A
Arrows
Zap Electro Spirit Bandit
Zap Arrows Ram Rider
Arrows
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap Electro Spirit
Zap
Zap Royal Ghost Bandit
P.E.K.K.A

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