My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings Why?

Deck tips

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

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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Electro Wizard Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

X-Bow

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Demolisher X-Bow P.E.K.K.A Bandit Electro Wizard Ram Rider

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

X-Bow Ram Rider Graveyard

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage

Punishments

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

X-Bow Bandit Ram Rider Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Graveyard

Dropped at the bridge

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

X-Bow P.E.K.K.A Bandit 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.

Bandit Electro Wizard Ram Rider Graveyard

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
Goblin Demolisher Bandit Ram Rider Graveyard
Giant Snowball
Ram Rider Graveyard
Zap
X-Bow Bandit Ram Rider Graveyard
Barbarian Barrel
X-Bow Bandit Electro Wizard Graveyard
The Log
Goblin Demolisher X-Bow Bandit Ram Rider Graveyard
Earthquake
X-Bow Graveyard
Arrows
Graveyard
Royal Delivery
Goblin Demolisher P.E.K.K.A Bandit Electro Wizard Ram Rider Graveyard
Fireball
X-Bow Bandit Electro Wizard Ram Rider
Poison
X-Bow Electro Wizard Graveyard
Lightning
X-Bow Bandit Electro Wizard Ram Rider
Rocket
X-Bow Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Goblin Demolisher

Ladder info

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.

Goblin Demolisher Rage P.E.K.K.A

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.

Graveyard

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.

Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Bandit Goblin Demolisher Electro Wizard Ram Rider Graveyard X-Bow P.E.K.K.A

Shortest cycle

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

13 Rage Bandit Goblin Demolisher Electro Wizard

Attack Synergies 2 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.

Goblin Demolisher
P.E.K.K.A Bandit Ram Rider
Rage
Electro Wizard
X-Bow
Bandit
P.E.K.K.A
Electro Wizard Goblin Demolisher Ram Rider Graveyard
Bandit
Goblin Demolisher X-Bow Electro Wizard Ram Rider Graveyard
Electro Wizard
P.E.K.K.A Graveyard Rage Bandit Ram Rider
Ram Rider
Goblin Demolisher P.E.K.K.A Bandit Electro Wizard Graveyard
Graveyard
Electro Wizard P.E.K.K.A Bandit Ram Rider

Defense Synergies 0 8

Goblin Demolisher
P.E.K.K.A Bandit
Rage
X-Bow
Bandit Electro Wizard
P.E.K.K.A
Goblin Demolisher Electro Wizard
Bandit
Goblin Demolisher X-Bow Electro Wizard Ram Rider
Electro Wizard
X-Bow P.E.K.K.A Bandit Ram Rider
Ram Rider
Bandit Electro Wizard
Graveyard

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.

Goblin Demolisher X-Bow Electro Wizard Ram Rider
P.E.K.K.A X-Bow Bandit Electro Wizard Ram Rider
P.E.K.K.A Ram Rider Bandit Electro Wizard
P.E.K.K.A Bandit Electro Wizard Ram Rider
Goblin Demolisher X-Bow P.E.K.K.A
Goblin Demolisher X-Bow Bandit Electro Wizard
Electro Wizard Ram Rider X-Bow
X-Bow P.E.K.K.A Bandit Electro Wizard Ram Rider
P.E.K.K.A X-Bow
Bandit Electro Wizard
Electro Wizard Goblin Demolisher X-Bow Bandit Ram Rider
Electro Wizard Ram Rider
P.E.K.K.A X-Bow Bandit Electro Wizard Ram Rider
Goblin Demolisher X-Bow P.E.K.K.A Electro Wizard
P.E.K.K.A X-Bow Bandit Electro Wizard Ram Rider
X-Bow P.E.K.K.A Bandit Electro Wizard Ram Rider
X-Bow P.E.K.K.A Electro Wizard
Goblin Demolisher X-Bow Bandit Electro Wizard Ram Rider
Goblin Demolisher Bandit Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
Goblin Demolisher P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A

Counters to secondary win conditions

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

X-Bow P.E.K.K.A Bandit Electro Wizard
Bandit Electro Wizard X-Bow
P.E.K.K.A Bandit Electro Wizard Ram Rider
P.E.K.K.A X-Bow Bandit Electro Wizard Ram Rider
P.E.K.K.A Bandit Ram Rider
Goblin Demolisher Electro Wizard Ram Rider
P.E.K.K.A Bandit Electro Wizard Ram Rider
P.E.K.K.A
P.E.K.K.A Electro Wizard X-Bow Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Ram Rider
Goblin Demolisher
Electro Wizard X-Bow P.E.K.K.A
P.E.K.K.A Electro Wizard
Electro Wizard

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.)

X-Bow Bandit
X-Bow Bandit Electro Wizard Ram Rider
X-Bow Bandit
Goblin Demolisher
Ram Rider
Goblin Demolisher
X-Bow Goblin Demolisher Ram Rider
X-Bow Bandit Ram Rider
X-Bow Electro Wizard
X-Bow Bandit Electro Wizard Ram Rider
Bandit
X-Bow Bandit
X-Bow
X-Bow Goblin Demolisher Bandit
Goblin Demolisher X-Bow Bandit
Goblin Demolisher X-Bow Bandit Electro Wizard
Goblin Demolisher X-Bow
X-Bow
X-Bow
X-Bow
Goblin Demolisher
X-Bow Bandit Electro Wizard Ram Rider
X-Bow Bandit Ram Rider
X-Bow Bandit
X-Bow Electro Wizard
Electro Wizard
X-Bow Bandit
Electro Wizard
P.E.K.K.A
Electro Wizard X-Bow Bandit
Electro Wizard Ram Rider
Electro Wizard
P.E.K.K.A
Electro Wizard
Electro Wizard
X-Bow Bandit Electro Wizard
P.E.K.K.A

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