My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies 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.

Ice Spirit Zappies 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.

Arrows Lightning The Log

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.

Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ice Spirit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows The Log

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.

Ice 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.

Ice Spirit

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.

Ice Spirit The Log Arrows Zappies Ram Rider Goblinstein Lightning P.E.K.K.A

Shortest cycle

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

10 Ice Spirit The Log Arrows Zappies

Attack Synergies 3 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.

Ice Spirit
P.E.K.K.A Ram Rider
Arrows
P.E.K.K.A Lightning Ram Rider
Zappies
P.E.K.K.A Ram Rider
Lightning
Ram Rider Arrows
P.E.K.K.A
Ice Spirit Arrows Zappies The Log Ram Rider
The Log
P.E.K.K.A Ram Rider
Ram Rider
Lightning Ice Spirit Arrows Zappies P.E.K.K.A The Log
Goblinstein

Defense Synergies 1 10

Ice Spirit
Zappies P.E.K.K.A The Log Ram Rider
Arrows
Lightning P.E.K.K.A
Zappies
Ice Spirit P.E.K.K.A The Log
Lightning
Arrows The Log
P.E.K.K.A
The Log Ice Spirit Arrows Zappies
The Log
P.E.K.K.A Ice Spirit Zappies Lightning Ram Rider
Ram Rider
Ice Spirit The Log
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.

Lightning Zappies The Log Ram Rider
P.E.K.K.A Ice Spirit Zappies The Log Ram Rider
P.E.K.K.A Ram Rider Zappies Lightning
P.E.K.K.A Zappies Ram Rider
Lightning Arrows P.E.K.K.A The Log
Arrows The Log Zappies
Lightning Ram Rider Ice Spirit Arrows Zappies
Lightning Arrows P.E.K.K.A The Log Ram Rider
Zappies P.E.K.K.A
Ice Spirit Zappies
Arrows Zappies The Log Ram Rider
Arrows Zappies Ram Rider
P.E.K.K.A Ice Spirit Zappies Lightning The Log Ram Rider
Ice Spirit Arrows Zappies P.E.K.K.A The Log
P.E.K.K.A Zappies Ram Rider
Ice Spirit Zappies Lightning P.E.K.K.A The Log Ram Rider
Arrows Zappies P.E.K.K.A
Ice Spirit Arrows Zappies The Log Ram Rider
Arrows The Log Ice Spirit Zappies Ram Rider
P.E.K.K.A Zappies Ram Rider
Arrows Zappies P.E.K.K.A The Log

Counters to secondary win conditions

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

Zappies P.E.K.K.A
Arrows Lightning The Log
Zappies P.E.K.K.A Ice Spirit Lightning The Log Ram Rider
Lightning P.E.K.K.A Zappies The Log Ram Rider
P.E.K.K.A Zappies Ram Rider
Arrows Ice Spirit Zappies Ram Rider
P.E.K.K.A Zappies Lightning Ram Rider
P.E.K.K.A Zappies
Lightning P.E.K.K.A Ice Spirit Zappies The Log
P.E.K.K.A Zappies
P.E.K.K.A Zappies
Lightning P.E.K.K.A Arrows The Log
Lightning P.E.K.K.A Zappies Ram Rider
Zappies
Zappies Ice Spirit Lightning P.E.K.K.A The Log
Arrows Zappies P.E.K.K.A The Log
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.)

Lightning Arrows The Log
Arrows The Log Ram Rider
Lightning Arrows The Log
Lightning Arrows The Log
Arrows The Log
Arrows Ice Spirit Ram Rider
Arrows The Log
Arrows The Log Ice Spirit Lightning Ram Rider
Arrows The Log Lightning Ram Rider
Lightning
Lightning Arrows The Log Ram Rider
Lightning Arrows
Lightning The Log
Lightning Arrows
Lightning Arrows The Log
Lightning Arrows The Log
Lightning Arrows The Log
Lightning Arrows
Lightning
Lightning Arrows The Log
Lightning Arrows The Log
Lightning The Log
Lightning Arrows
Lightning The Log
Lightning Arrows The Log
Arrows The Log Ice Spirit
Arrows The Log Lightning Ram Rider
Lightning Arrows The Log Ram Rider
Lightning Arrows The Log
Lightning Arrows
Lightning Ice Spirit Zappies
Lightning
Lightning Arrows The Log
Lightning Ice Spirit Arrows Zappies
P.E.K.K.A
Arrows Lightning The Log
Lightning Ice Spirit Zappies
Lightning Arrows Zappies Ram Rider
Arrows The Log
Lightning
Arrows The Log Lightning
Lightning Arrows
P.E.K.K.A
Ice Spirit Zappies Lightning The Log
Zappies Lightning
Lightning The Log
P.E.K.K.A
Lightning

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