My Best Clash Royale Deck

Deck Check Rating

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

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.

Spear Goblins 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.

Skeletons Ice Spirit Spear Goblins Wizard 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

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.

Electro Spirit Ice Spirit Spear Goblins 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
Skeletons Spear Goblins Ram Rider
Giant Snowball
Skeletons Spear Goblins Ram Rider
Zap
Skeletons Spear Goblins Ram Rider
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Spear Goblins Wizard
The Log
Skeletons Electro Spirit Ice Spirit Spear Goblins Ram Rider
Earthquake
Skeletons Spear Goblins
Arrows
Skeletons Electro Spirit Ice Spirit Spear Goblins
Royal Delivery
Skeletons Electro Spirit Ice Spirit Spear Goblins Wizard P.E.K.K.A Ram Rider
Fireball
Wizard Ram Rider
Poison
Spear Goblins Wizard
Lightning
Wizard Ram Rider
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Arrows Wizard

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.

Electro Spirit Ice Spirit Spear Goblins 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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Ice Spirit Spear Goblins Arrows Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

5 Skeletons Electro Spirit Ice Spirit Spear Goblins

Attack Synergies 2 9

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.

Skeletons
Electro Spirit
P.E.K.K.A Ram Rider
Ice Spirit
P.E.K.K.A Spear Goblins Ram Rider
Spear Goblins
Ice Spirit Ram Rider
Arrows
P.E.K.K.A Ram Rider
Wizard
P.E.K.K.A Ram Rider
P.E.K.K.A
Ice Spirit Arrows Electro Spirit Wizard Ram Rider
Ram Rider
Electro Spirit Ice Spirit Spear Goblins Arrows Wizard P.E.K.K.A

Defense Synergies 0 14

Skeletons
Electro Spirit Ice Spirit Spear Goblins Wizard P.E.K.K.A Ram Rider
Electro Spirit
Skeletons
Ice Spirit
Skeletons Spear Goblins Wizard P.E.K.K.A Ram Rider
Spear Goblins
Skeletons Ice Spirit Arrows P.E.K.K.A
Arrows
Spear Goblins P.E.K.K.A
Wizard
Skeletons Ice Spirit P.E.K.K.A
P.E.K.K.A
Skeletons Ice Spirit Spear Goblins Arrows Wizard
Ram Rider
Skeletons Ice Spirit

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.

Spear Goblins Wizard Ram Rider
P.E.K.K.A Skeletons Ice Spirit Ram Rider
P.E.K.K.A Ram Rider Skeletons
P.E.K.K.A Skeletons Ram Rider
Arrows P.E.K.K.A
Arrows Skeletons Electro Spirit Spear Goblins
Ram Rider Electro Spirit Ice Spirit Spear Goblins Arrows Wizard
Electro Spirit Arrows P.E.K.K.A Ram Rider
P.E.K.K.A Skeletons
Skeletons Ice Spirit Spear Goblins
Skeletons Electro Spirit Spear Goblins Arrows Wizard Ram Rider
Arrows Spear Goblins Wizard Ram Rider
P.E.K.K.A Skeletons Ice Spirit Wizard Ram Rider
Wizard Electro Spirit Ice Spirit Arrows P.E.K.K.A
P.E.K.K.A Ram Rider
Ice Spirit P.E.K.K.A Ram Rider
Wizard Skeletons Arrows P.E.K.K.A
Ice Spirit Arrows Electro Spirit Spear Goblins Wizard Ram Rider
Arrows Wizard Electro Spirit Ice Spirit Spear Goblins Ram Rider
P.E.K.K.A Ram Rider
Wizard Electro Spirit Spear Goblins Arrows P.E.K.K.A
P.E.K.K.A

Counters to secondary win conditions

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

Skeletons Spear Goblins P.E.K.K.A
Arrows Wizard
P.E.K.K.A Skeletons Ice Spirit Spear Goblins Ram Rider
P.E.K.K.A Ram Rider
P.E.K.K.A Skeletons Ram Rider
Arrows Wizard Skeletons Electro Spirit Ice Spirit Ram Rider
P.E.K.K.A Skeletons Spear Goblins Ram Rider
P.E.K.K.A
P.E.K.K.A Skeletons Electro Spirit Ice Spirit Spear Goblins
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Arrows
P.E.K.K.A Skeletons Wizard Ram Rider
Wizard
Skeletons Electro Spirit Ice Spirit Spear Goblins P.E.K.K.A
Arrows Electro Spirit Wizard P.E.K.K.A
Electro Spirit 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 Ram Rider
Arrows
Arrows
Wizard Arrows
Arrows Wizard Electro Spirit Ice Spirit Spear Goblins Ram Rider
Arrows Wizard
Arrows Ice Spirit Wizard Ram Rider
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider
Arrows Wizard
Arrows
Arrows
Spear Goblins Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard
Arrows Wizard
Arrows
Arrows Electro Spirit Ice Spirit Wizard
Arrows Wizard Ram Rider
Arrows Wizard Ram Rider
Arrows
Arrows Wizard
Electro Spirit Ice Spirit Wizard
Arrows Wizard
Electro Spirit Ice Spirit Arrows
P.E.K.K.A
Arrows Wizard
Electro Spirit Ice Spirit Spear Goblins
Arrows Wizard Ram Rider
Arrows
Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Electro Spirit Ice Spirit
P.E.K.K.A
Wizard

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