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.

Goblin Gang 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 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.

Zap Arrows

Punishments

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

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows Wizard

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.

Electro 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.

Goblin Gang 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 Zap Arrows Goblin Gang Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

7 Skeletons Electro Spirit Zap Arrows

Attack Synergies 4 8

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
Zap P.E.K.K.A Ram Rider
Zap
Arrows P.E.K.K.A Ram Rider Electro Spirit
Arrows
Zap P.E.K.K.A Ram Rider
Goblin Gang
P.E.K.K.A
Wizard
P.E.K.K.A Ram Rider
P.E.K.K.A
Zap Arrows Electro Spirit Goblin Gang Wizard Ram Rider
Ram Rider
Zap Electro Spirit Arrows Wizard P.E.K.K.A

Defense Synergies 0 13

Skeletons
Electro Spirit Zap Wizard P.E.K.K.A Ram Rider
Electro Spirit
Skeletons Zap
Zap
Skeletons Electro Spirit Arrows Goblin Gang P.E.K.K.A Ram Rider
Arrows
Zap P.E.K.K.A
Goblin Gang
Zap P.E.K.K.A
Wizard
Skeletons P.E.K.K.A
P.E.K.K.A
Skeletons Zap Arrows Goblin Gang Wizard
Ram Rider
Skeletons Zap

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 Ram Rider
P.E.K.K.A Skeletons Zap Goblin Gang Ram Rider
Goblin Gang P.E.K.K.A Ram Rider Skeletons
P.E.K.K.A Skeletons Goblin Gang Ram Rider
Arrows P.E.K.K.A
Arrows Goblin Gang Skeletons Electro Spirit Zap
Ram Rider Electro Spirit Zap Arrows Goblin Gang Wizard
Electro Spirit Zap Arrows P.E.K.K.A Ram Rider
P.E.K.K.A Skeletons Goblin Gang
Goblin Gang Skeletons
Goblin Gang Skeletons Electro Spirit Zap Arrows Wizard Ram Rider
Arrows Zap Goblin Gang Wizard Ram Rider
P.E.K.K.A Skeletons Zap Goblin Gang Wizard Ram Rider
Wizard Electro Spirit Zap Arrows Goblin Gang P.E.K.K.A
P.E.K.K.A Goblin Gang Ram Rider
Zap Goblin Gang P.E.K.K.A Ram Rider
Wizard Skeletons Arrows Goblin Gang P.E.K.K.A
Arrows Electro Spirit Zap Goblin Gang Wizard Ram Rider
Zap Arrows Wizard Electro Spirit Ram Rider
P.E.K.K.A Ram Rider
Goblin Gang Wizard Electro Spirit 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.

Goblin Gang Skeletons Zap P.E.K.K.A
Zap Arrows Goblin Gang Wizard
Goblin Gang P.E.K.K.A Skeletons Zap Ram Rider
Goblin Gang P.E.K.K.A Zap Ram Rider
P.E.K.K.A Skeletons Goblin Gang Ram Rider
Arrows Wizard Skeletons Electro Spirit Zap Goblin Gang Ram Rider
Goblin Gang P.E.K.K.A Skeletons Ram Rider
P.E.K.K.A
Zap P.E.K.K.A Skeletons Electro Spirit
P.E.K.K.A Skeletons Goblin Gang
P.E.K.K.A
P.E.K.K.A Zap Arrows
P.E.K.K.A Skeletons Goblin Gang Wizard Ram Rider
Wizard
Goblin Gang Skeletons Electro Spirit Zap P.E.K.K.A
Arrows Electro Spirit Zap Wizard P.E.K.K.A
Electro Spirit 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
Arrows Zap Ram Rider
Arrows
Arrows
Wizard Zap Arrows
Arrows Wizard Electro Spirit Zap Ram Rider
Arrows Wizard
Arrows Zap Wizard Ram Rider
Arrows Zap Wizard Ram Rider
Goblin Gang
Zap Arrows Wizard Ram Rider
Zap Arrows Wizard
Arrows
Zap Arrows
Zap Arrows Wizard
Arrows Wizard
Arrows
Zap Arrows Wizard
Zap Arrows Wizard
Arrows Wizard
Zap Arrows
Zap Arrows Electro Spirit Wizard
Arrows Zap Wizard Ram Rider
Zap Arrows Wizard Ram Rider
Zap Arrows
Zap Arrows Wizard
Zap Electro Spirit Wizard
Zap Arrows Wizard
Zap Electro Spirit Arrows
P.E.K.K.A
Arrows Wizard
Zap Electro Spirit Goblin Gang
Zap Arrows Wizard Ram Rider
Arrows
Goblin Gang Wizard
Arrows Zap Wizard
Zap Arrows
P.E.K.K.A
Zap Electro Spirit Goblin Gang
Zap
Zap
P.E.K.K.A
Wizard

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