My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

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.

Wizard Cannon Cart P.E.K.K.A Fisherman 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows Wizard

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.

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.

Mediocre

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 Fisherman Wizard Cannon Cart Ram Rider P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Zap Arrows Fisherman

Attack Synergies 5 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
Zap Cannon Cart P.E.K.K.A Ram Rider
Zap
Arrows Cannon Cart P.E.K.K.A Ram Rider Electro Spirit Fisherman
Arrows
Zap P.E.K.K.A Cannon Cart Ram Rider
Wizard
P.E.K.K.A Ram Rider
Cannon Cart
Zap Electro Spirit Arrows Fisherman Ram Rider
P.E.K.K.A
Zap Arrows Electro Spirit Wizard Fisherman Ram Rider
Fisherman
Zap Cannon Cart P.E.K.K.A Ram Rider
Ram Rider
Zap Electro Spirit Arrows Wizard Cannon Cart P.E.K.K.A Fisherman

Defense Synergies 0 13

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

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

Counters to secondary win conditions

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

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

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