My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding 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!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Flying Machine Witch 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.

Flying Machine Witch Electro Dragon 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.

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mini P.E.K.K.A 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.

Mini P.E.K.K.A Flying Machine 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.

Mini P.E.K.K.A 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
Guards Skeleton Army Ram Rider
Giant Snowball
Flying Machine Guards Skeleton Army Witch Electro Dragon Ram Rider
Zap
Flying Machine Guards Skeleton Army Witch Ram Rider
Barbarian Barrel
Guards Skeleton Army Witch
The Log
Mini P.E.K.K.A Guards Skeleton Army Witch Ram Rider
Earthquake
Guards Skeleton Army Witch
Arrows
Flying Machine Guards Skeleton Army Witch
Royal Delivery
Mini P.E.K.K.A Flying Machine Guards Skeleton Army Witch Electro Dragon Ram Rider
Fireball
Flying Machine Skeleton Army Witch Electro Dragon Ram Rider
Poison
Flying Machine Guards Skeleton Army Witch Electro Dragon
Lightning
Mini P.E.K.K.A Witch Electro Dragon Ram Rider Goblinstein
Rocket
Witch Electro Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Witch Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

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.

Mini P.E.K.K.A Guards Skeleton Army

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

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.

Witch

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.

Guards Skeleton Army Mini P.E.K.K.A Flying Machine Witch Electro Dragon Ram Rider Goblinstein

Shortest cycle

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

14 Guards Skeleton Army Mini P.E.K.K.A Flying Machine

Attack Synergies 0 5

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.

Mini P.E.K.K.A
Ram Rider
Flying Machine
Electro Dragon Ram Rider
Guards
Ram Rider
Skeleton Army
Witch
Ram Rider
Electro Dragon
Flying Machine
Ram Rider
Mini P.E.K.K.A Flying Machine Guards Witch
Goblinstein

Defense Synergies 0 13

Mini P.E.K.K.A
Guards Skeleton Army Witch Electro Dragon Ram Rider
Flying Machine
Guards Skeleton Army Electro Dragon
Guards
Mini P.E.K.K.A Flying Machine Skeleton Army Witch Electro Dragon
Skeleton Army
Mini P.E.K.K.A Flying Machine Guards Electro Dragon
Witch
Mini P.E.K.K.A Guards Electro Dragon
Electro Dragon
Mini P.E.K.K.A Flying Machine Guards Skeleton Army Witch
Ram Rider
Mini P.E.K.K.A
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.

Flying Machine Electro Dragon Ram Rider
Mini P.E.K.K.A Skeleton Army Flying Machine Witch Electro Dragon Ram Rider
Mini P.E.K.K.A Skeleton Army Witch Ram Rider Electro Dragon
Mini P.E.K.K.A Skeleton Army Witch Guards Electro Dragon Ram Rider
Mini P.E.K.K.A Skeleton Army
Skeleton Army Flying Machine Guards Electro Dragon
Ram Rider Flying Machine Witch Electro Dragon
Flying Machine Electro Dragon Ram Rider
Mini P.E.K.K.A Witch Skeleton Army
Guards Skeleton Army Mini P.E.K.K.A
Guards Skeleton Army Witch Flying Machine Electro Dragon Ram Rider
Flying Machine Witch Electro Dragon Ram Rider
Mini P.E.K.K.A Skeleton Army Flying Machine Guards Witch Electro Dragon Ram Rider
Skeleton Army Mini P.E.K.K.A Guards Witch Electro Dragon
Mini P.E.K.K.A Skeleton Army Ram Rider
Skeleton Army Mini P.E.K.K.A Ram Rider
Mini P.E.K.K.A Skeleton Army Witch Electro Dragon
Flying Machine Guards Skeleton Army Witch Electro Dragon Ram Rider
Witch Flying Machine Guards Electro Dragon Ram Rider
Mini P.E.K.K.A Ram Rider
Skeleton Army Mini P.E.K.K.A Flying Machine Guards Witch Electro Dragon

Counters to secondary win conditions

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

Mini P.E.K.K.A Guards Skeleton Army Witch
Mini P.E.K.K.A Flying Machine Electro Dragon
Guards Skeleton Army Mini P.E.K.K.A Witch Electro Dragon Ram Rider
Mini P.E.K.K.A Guards Skeleton Army Ram Rider
Mini P.E.K.K.A Guards Skeleton Army Witch Ram Rider
Flying Machine Witch Electro Dragon Ram Rider
Mini P.E.K.K.A Guards Skeleton Army Flying Machine Witch Ram Rider
Mini P.E.K.K.A Skeleton Army
Electro Dragon Mini P.E.K.K.A Flying Machine Skeleton Army Witch
Witch Guards Skeleton Army
Mini P.E.K.K.A Flying Machine Guards Witch Electro Dragon
Skeleton Army Guards
Mini P.E.K.K.A Skeleton Army Guards Witch Ram Rider
Flying Machine Skeleton Army Witch Electro Dragon
Guards Skeleton Army Witch Electro Dragon Mini P.E.K.K.A Flying Machine
Mini P.E.K.K.A Flying Machine Witch Electro Dragon

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.)

Flying Machine Guards Electro Dragon
Flying Machine Electro Dragon Ram Rider
Flying Machine Electro Dragon
Flying Machine Guards
Flying Machine Witch Electro Dragon Ram Rider
Flying Machine Witch
Flying Machine Electro Dragon Ram Rider
Flying Machine Electro Dragon Ram Rider
Mini P.E.K.K.A Guards Electro Dragon
Flying Machine Electro Dragon Ram Rider
Flying Machine Electro Dragon
Flying Machine
Flying Machine Electro Dragon
Flying Machine
Flying Machine Witch Electro Dragon
Flying Machine Electro Dragon
Mini P.E.K.K.A
Mini P.E.K.K.A Flying Machine Electro Dragon
Flying Machine Witch Electro Dragon
Flying Machine Electro Dragon
Witch Electro Dragon
Witch
Flying Machine Witch Electro Dragon Ram Rider
Flying Machine Witch Electro Dragon Ram Rider
Flying Machine Witch Electro Dragon
Electro Dragon Flying Machine Guards Witch
Mini P.E.K.K.A
Electro Dragon
Electro Dragon
Flying Machine Guards Skeleton Army Witch Electro Dragon
Flying Machine Witch Electro Dragon Ram Rider
Mini P.E.K.K.A Flying Machine Electro Dragon
Flying Machine Electro Dragon
Flying Machine Electro Dragon
Electro Dragon Flying Machine Guards Witch
Flying Machine Witch Electro Dragon
Electro Dragon Flying Machine Witch
Electro Dragon

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