My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
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!

Advanced stuff

Defensive cards

Anti-air

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

Bats Electro Dragon 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 Bats Knight Electro Dragon P.E.K.K.A 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.

Arrows Tornado

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.

Missing

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Tornado Electro Dragon

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 Bats Arrows Knight Tornado 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Arrows Knight Tornado Electro Dragon Ram Rider P.E.K.K.A

Shortest cycle

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

9 Ice Spirit Bats 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.

Ice Spirit
Knight P.E.K.K.A Bats Ram Rider
Bats
Knight Ice Spirit P.E.K.K.A Ram Rider
Arrows
P.E.K.K.A Knight Ram Rider
Knight
Ice Spirit Bats Arrows Electro Dragon Ram Rider
Tornado
P.E.K.K.A Electro Dragon Ram Rider
Electro Dragon
Knight Tornado P.E.K.K.A
P.E.K.K.A
Ice Spirit Arrows Tornado Bats Electro Dragon Ram Rider
Ram Rider
Ice Spirit Bats Arrows Knight Tornado P.E.K.K.A

Defense Synergies 3 13

Ice Spirit
Bats Knight Tornado Electro Dragon P.E.K.K.A Ram Rider
Bats
Knight Ice Spirit P.E.K.K.A
Arrows
Knight Tornado P.E.K.K.A
Knight
Bats Electro Dragon Ice Spirit Arrows Tornado
Tornado
P.E.K.K.A Ice Spirit Arrows Knight Electro Dragon Ram Rider
Electro Dragon
Knight Ice Spirit Tornado
P.E.K.K.A
Tornado Ice Spirit Bats Arrows
Ram Rider
Ice Spirit Tornado

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.

Knight Electro Dragon Ram Rider
P.E.K.K.A Ice Spirit Bats Knight Electro Dragon Ram Rider
Tornado P.E.K.K.A Ram Rider Bats Knight Electro Dragon
P.E.K.K.A Bats Knight Electro Dragon Ram Rider
Arrows Tornado P.E.K.K.A
Arrows Tornado Bats Electro Dragon
Bats Tornado Ram Rider Ice Spirit Arrows Electro Dragon
Arrows Electro Dragon P.E.K.K.A Ram Rider
P.E.K.K.A Tornado
Knight Tornado Ice Spirit
Bats Arrows Knight Tornado Electro Dragon Ram Rider
Arrows Bats Tornado Electro Dragon Ram Rider
P.E.K.K.A Ice Spirit Bats Knight Electro Dragon Ram Rider
Ice Spirit Bats Arrows Tornado Electro Dragon P.E.K.K.A
P.E.K.K.A Knight Ram Rider
Tornado Ice Spirit P.E.K.K.A Ram Rider
Bats Arrows Knight Tornado Electro Dragon P.E.K.K.A
Ice Spirit Arrows Bats Knight Tornado Electro Dragon Ram Rider
Arrows Tornado Ice Spirit Bats Knight Electro Dragon Ram Rider
P.E.K.K.A Tornado Ram Rider
Bats Arrows Knight Electro Dragon P.E.K.K.A

Counters to secondary win conditions

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

Knight P.E.K.K.A
Arrows Knight Electro Dragon
P.E.K.K.A Ice Spirit Bats Knight Electro Dragon Ram Rider
P.E.K.K.A Bats Knight Tornado Ram Rider
P.E.K.K.A Knight Ram Rider
Arrows Ice Spirit Bats Tornado Electro Dragon Ram Rider
P.E.K.K.A Bats Knight Ram Rider
P.E.K.K.A Knight
Electro Dragon P.E.K.K.A Ice Spirit Bats Knight Tornado
P.E.K.K.A
P.E.K.K.A Bats Knight Electro Dragon
P.E.K.K.A Arrows Tornado
P.E.K.K.A Knight Ram Rider
Electro Dragon
Electro Dragon Ice Spirit Bats Knight Tornado P.E.K.K.A
Bats Arrows Electro Dragon P.E.K.K.A
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 Electro Dragon
Arrows Tornado Electro Dragon Ram Rider
Arrows Electro Dragon
Arrows Knight
Arrows
Arrows Ice Spirit Bats Tornado Electro Dragon Ram Rider
Arrows Tornado
Arrows Ice Spirit Tornado Electro Dragon Ram Rider
Arrows Tornado Electro Dragon Ram Rider
Bats Tornado Electro Dragon
Arrows Knight Tornado Electro Dragon Ram Rider
Arrows Tornado Electro Dragon
Knight
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Bats
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Tornado
Arrows Electro Dragon
Arrows Tornado Ice Spirit Electro Dragon
Arrows Tornado Electro Dragon Ram Rider
Arrows Tornado Electro Dragon Ram Rider
Arrows Tornado
Bats Arrows Tornado Electro Dragon
Electro Dragon Ice Spirit Bats
Arrows Electro Dragon
Ice Spirit Arrows Electro Dragon
P.E.K.K.A
Arrows
Ice Spirit Bats Electro Dragon
Arrows Tornado Electro Dragon Ram Rider
Arrows
Knight Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Electro Dragon P.E.K.K.A
Electro Dragon Ice Spirit Bats Tornado
Bats Tornado Electro Dragon
Electro Dragon Tornado
P.E.K.K.A
Electro Dragon

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