My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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.

Wizard 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 Wizard Electro Dragon 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.

Zap 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.

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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows Wizard Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Arrows Wizard 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 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Arrows Wizard Electro Dragon Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

11 Ice Spirit Zap Arrows Wizard

Attack Synergies 6 7

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
Zap P.E.K.K.A Ram Rider
Zap
Ice Spirit Arrows P.E.K.K.A Ram Rider Electro Dragon
Arrows
Zap P.E.K.K.A Ram Rider
Wizard
P.E.K.K.A Ram Rider
Electro Dragon
Zap P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap Arrows Wizard Electro Dragon Ram Rider
Ram Rider
Zap Ice Spirit Arrows Wizard P.E.K.K.A
Goblinstein

Defense Synergies 1 10

Ice Spirit
Zap Wizard Electro Dragon P.E.K.K.A Ram Rider
Zap
Ice Spirit Arrows Electro Dragon P.E.K.K.A Ram Rider
Arrows
Zap P.E.K.K.A
Wizard
Ice Spirit P.E.K.K.A
Electro Dragon
Ice Spirit Zap
P.E.K.K.A
Ice Spirit Zap Arrows Wizard
Ram Rider
Ice Spirit Zap
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 Wizard Electro Dragon Ram Rider
P.E.K.K.A Ice Spirit Zap Electro Dragon Ram Rider
P.E.K.K.A Ram Rider Electro Dragon
P.E.K.K.A Electro Dragon Ram Rider
Arrows P.E.K.K.A
Arrows Zap Electro Dragon
Ram Rider Ice Spirit Zap Arrows Wizard Electro Dragon
Zap Arrows Electro Dragon P.E.K.K.A Ram Rider
P.E.K.K.A
Ice Spirit
Zap Arrows Wizard Electro Dragon Ram Rider
Arrows Zap Wizard Electro Dragon Ram Rider
P.E.K.K.A Ice Spirit Zap Wizard Electro Dragon Ram Rider
Wizard Ice Spirit Zap Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A Ram Rider
Ice Spirit Zap P.E.K.K.A Ram Rider
Wizard Arrows Electro Dragon P.E.K.K.A
Ice Spirit Arrows Zap Wizard Electro Dragon Ram Rider
Zap Arrows Wizard Ice Spirit Electro Dragon Ram Rider
P.E.K.K.A Ram Rider
Wizard Arrows 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.

Zap P.E.K.K.A
Zap Arrows Wizard Electro Dragon
P.E.K.K.A Ice Spirit Zap Electro Dragon Ram Rider
P.E.K.K.A Zap Ram Rider
P.E.K.K.A Ram Rider
Arrows Wizard Ice Spirit Zap Electro Dragon Ram Rider
P.E.K.K.A Ram Rider
P.E.K.K.A
Zap Electro Dragon P.E.K.K.A Ice Spirit
P.E.K.K.A
P.E.K.K.A Electro Dragon
P.E.K.K.A Zap Arrows
P.E.K.K.A Wizard Ram Rider
Wizard Electro Dragon
Electro Dragon Ice Spirit Zap P.E.K.K.A
Arrows Zap Wizard Electro Dragon P.E.K.K.A
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 Electro Dragon
Arrows Zap Electro Dragon Ram Rider
Arrows Electro Dragon
Arrows
Wizard Zap Arrows
Arrows Wizard Ice Spirit Zap Electro Dragon Ram Rider
Arrows Wizard
Arrows Ice Spirit Zap Wizard Electro Dragon Ram Rider
Arrows Zap Wizard Electro Dragon Ram Rider
Electro Dragon
Zap Arrows Wizard Electro Dragon Ram Rider
Zap Arrows Wizard Electro Dragon
Arrows Electro Dragon
Zap Arrows
Zap Arrows Wizard Electro Dragon
Arrows Wizard Electro Dragon
Arrows
Zap Arrows Wizard Electro Dragon
Zap Arrows Wizard Electro Dragon
Arrows Wizard
Zap Arrows Electro Dragon
Zap Arrows Ice Spirit Wizard Electro Dragon
Arrows Zap Wizard Electro Dragon Ram Rider
Zap Arrows Wizard Electro Dragon Ram Rider
Zap Arrows
Zap Arrows Wizard Electro Dragon
Zap Electro Dragon Ice Spirit Wizard
Zap Arrows Wizard Electro Dragon
Zap Ice Spirit Arrows Electro Dragon
P.E.K.K.A
Arrows Wizard
Zap Ice Spirit Electro Dragon
Zap Arrows Wizard Electro Dragon Ram Rider
Arrows
Wizard Electro Dragon
Arrows Zap Wizard Electro Dragon
Zap Arrows
Electro Dragon P.E.K.K.A
Zap Electro Dragon Ice Spirit
Zap Electro Dragon
Electro Dragon Zap
P.E.K.K.A
Wizard Electro Dragon

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