My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker Wizard Electro 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.

Firecracker Wizard P.E.K.K.A Electro Wizard 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 Fireball

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.

Fireball

Dropped at the bridge

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

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.

Firecracker Electro Wizard 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
Ram Rider
Zap
Firecracker Ram Rider
Barbarian Barrel
Firecracker Wizard Electro Wizard
The Log
Firecracker Ram Rider
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Wizard P.E.K.K.A Electro Wizard Ram Rider
Fireball
Firecracker Wizard Electro Wizard Ram Rider
Poison
Firecracker Wizard Electro Wizard
Lightning
Wizard Electro Wizard Ram Rider Goblinstein
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Fireball 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.

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.

Fireball

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.

Fireball Wizard 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Firecracker Fireball Electro Wizard Wizard Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

13 Zap Firecracker Fireball Electro Wizard

Attack Synergies 6 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.

Zap
Firecracker Fireball P.E.K.K.A Electro Wizard Ram Rider
Firecracker
Zap P.E.K.K.A Ram Rider
Fireball
Zap Electro Wizard Ram Rider
Wizard
P.E.K.K.A Ram Rider
P.E.K.K.A
Zap Electro Wizard Firecracker Wizard Ram Rider
Electro Wizard
Zap P.E.K.K.A Fireball Ram Rider
Ram Rider
Zap Firecracker Fireball Wizard P.E.K.K.A Electro Wizard
Goblinstein

Defense Synergies 2 11

Zap
Fireball Electro Wizard Firecracker P.E.K.K.A Ram Rider
Firecracker
Zap P.E.K.K.A Electro Wizard
Fireball
Zap Electro Wizard Ram Rider
Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Firecracker Wizard Electro Wizard
Electro Wizard
Zap Firecracker Fireball Wizard P.E.K.K.A Ram Rider
Ram Rider
Zap Fireball Electro Wizard
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 Firecracker Fireball Wizard Electro Wizard Ram Rider
P.E.K.K.A Zap Firecracker Electro Wizard Ram Rider
P.E.K.K.A Ram Rider Electro Wizard
P.E.K.K.A Firecracker Electro Wizard Ram Rider
Firecracker Fireball P.E.K.K.A
Fireball Zap Firecracker Electro Wizard
Electro Wizard Ram Rider Zap Firecracker Fireball Wizard
Zap Fireball P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A
Firecracker Electro Wizard
Electro Wizard Zap Firecracker Fireball Wizard Ram Rider
Zap Firecracker Fireball Wizard Electro Wizard Ram Rider
P.E.K.K.A Zap Fireball Wizard Electro Wizard Ram Rider
Fireball Wizard Zap Firecracker P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard Ram Rider
Zap Fireball P.E.K.K.A Electro Wizard Ram Rider
Wizard Firecracker Fireball P.E.K.K.A Electro Wizard
Fireball Zap Firecracker Wizard Electro Wizard Ram Rider
Zap Wizard Firecracker Fireball Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
Wizard Firecracker Fireball P.E.K.K.A 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.

Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Firecracker Wizard
P.E.K.K.A Zap Electro Wizard Ram Rider
P.E.K.K.A Zap Fireball Electro Wizard Ram Rider
P.E.K.K.A Ram Rider
Firecracker Fireball Wizard Zap Electro Wizard Ram Rider
P.E.K.K.A Fireball Electro Wizard Ram Rider
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Firecracker Fireball
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Fireball Wizard Ram Rider
Wizard Firecracker Fireball
Electro Wizard Zap Firecracker Fireball P.E.K.K.A
Zap Firecracker Fireball Wizard P.E.K.K.A Electro Wizard
Zap Fireball 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.)

Fireball Firecracker
Firecracker Fireball Zap Electro Wizard Ram Rider
Fireball
Firecracker Fireball
Fireball Wizard Zap Firecracker
Firecracker Fireball Wizard Zap Ram Rider
Firecracker Wizard
Fireball Zap Firecracker Wizard Ram Rider
Fireball Zap Firecracker Wizard Ram Rider
Fireball Electro Wizard
Firecracker Zap Fireball Wizard Electro Wizard Ram Rider
Fireball Zap Firecracker Wizard
Firecracker Fireball
Firecracker Fireball
Zap Firecracker Fireball
Zap Firecracker Fireball Wizard
Firecracker Fireball Wizard
Fireball
Zap Firecracker Fireball Wizard Electro Wizard
Zap Firecracker Fireball Wizard
Fireball
Fireball Wizard
Zap Fireball
Zap Firecracker Fireball Wizard
Firecracker Fireball Zap Wizard Electro Wizard Ram Rider
Fireball Zap Wizard Ram Rider
Fireball Zap Firecracker
Zap Firecracker Fireball Wizard Electro Wizard
Zap Electro Wizard Firecracker Fireball Wizard
Fireball
Zap Fireball Wizard
Zap Firecracker Fireball Electro Wizard
P.E.K.K.A
Firecracker Fireball Wizard
Zap Electro Wizard Fireball
Fireball Zap Firecracker Wizard Electro Wizard Ram Rider
Fireball
Fireball Firecracker Wizard Electro Wizard
Zap Firecracker Fireball Wizard
Zap Fireball
Firecracker P.E.K.K.A
Zap Firecracker Fireball Electro Wizard
Firecracker Zap Fireball Electro Wizard
Zap Firecracker Fireball Electro Wizard
P.E.K.K.A
Fireball Firecracker Wizard

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