My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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.

Electro Wizard Magic Archer 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.

Battle Ram P.E.K.K.A Electro Wizard Magic Archer Ram Rider

Offensive cards

Win conditions

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

Battle Ram Goblin Barrel Ram Rider

Damage spells

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

Zap

Punishments

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

Battle Ram Goblin Barrel Ram Rider

Pump responses

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

Goblin Barrel

Dropped at the bridge

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

Battle Ram P.E.K.K.A Magic Archer 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.

Goblin Barrel Electro Wizard Magic Archer 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
Battle Ram Goblin Barrel Guards Ram Rider
Giant Snowball
Battle Ram Goblin Barrel Guards Ram Rider
Zap
Battle Ram Goblin Barrel Guards Ram Rider
Barbarian Barrel
Battle Ram Goblin Barrel Guards Electro Wizard Magic Archer
The Log
Battle Ram Goblin Barrel Guards Ram Rider
Earthquake
Goblin Barrel Guards
Arrows
Goblin Barrel Guards
Royal Delivery
Battle Ram Goblin Barrel Guards P.E.K.K.A Electro Wizard Magic Archer Ram Rider
Fireball
Battle Ram Goblin Barrel Electro Wizard Magic Archer Ram Rider
Poison
Guards Electro Wizard Magic Archer
Lightning
Battle Ram Electro Wizard Magic Archer Ram Rider
Rocket
Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Magic Archer

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.

Battle Ram Guards 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.

Goblin Barrel

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 Barrel 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.

Zap Goblin Barrel Guards Battle Ram Electro Wizard Magic Archer Ram Rider P.E.K.K.A

Shortest cycle

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

12 Zap Goblin Barrel Guards Battle Ram

Attack Synergies 8 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.

Zap
Battle Ram P.E.K.K.A Electro Wizard Ram Rider Guards Magic Archer
Battle Ram
Zap Magic Archer Goblin Barrel P.E.K.K.A Electro Wizard
Goblin Barrel
Battle Ram Guards P.E.K.K.A Ram Rider
Guards
Zap Goblin Barrel Ram Rider
P.E.K.K.A
Zap Electro Wizard Magic Archer Battle Ram Goblin Barrel Ram Rider
Electro Wizard
Zap P.E.K.K.A Battle Ram Magic Archer Ram Rider
Magic Archer
Battle Ram P.E.K.K.A Ram Rider Zap Electro Wizard
Ram Rider
Zap Magic Archer Goblin Barrel Guards P.E.K.K.A Electro Wizard

Defense Synergies 1 10

Zap
Electro Wizard Guards P.E.K.K.A Magic Archer Ram Rider
Battle Ram
Goblin Barrel
Guards
Zap Electro Wizard Magic Archer
P.E.K.K.A
Zap Electro Wizard
Electro Wizard
Zap Guards P.E.K.K.A Magic Archer Ram Rider
Magic Archer
Zap Guards Electro Wizard Ram Rider
Ram Rider
Zap Electro Wizard Magic Archer

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 Electro Wizard Magic Archer Ram Rider
P.E.K.K.A Zap Electro Wizard Ram Rider
P.E.K.K.A Ram Rider Electro Wizard
P.E.K.K.A Guards Electro Wizard Ram Rider
P.E.K.K.A
Zap Guards Electro Wizard Magic Archer
Electro Wizard Ram Rider Zap Magic Archer
Zap P.E.K.K.A Electro Wizard Magic Archer Ram Rider
P.E.K.K.A
Guards Electro Wizard
Guards Electro Wizard Zap Magic Archer Ram Rider
Zap Electro Wizard Magic Archer Ram Rider
P.E.K.K.A Zap Guards Electro Wizard Ram Rider
Zap Guards P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Electro Wizard Ram Rider
Zap P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard
Zap Guards Electro Wizard Magic Archer Ram Rider
Zap Guards Electro Wizard Magic Archer Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
Guards 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.

Guards Zap P.E.K.K.A Electro Wizard
Electro Wizard Zap Magic Archer
Guards P.E.K.K.A Zap Electro Wizard Ram Rider
Guards P.E.K.K.A Zap Electro Wizard Ram Rider
P.E.K.K.A Guards Ram Rider
Zap Electro Wizard Magic Archer Ram Rider
Guards P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Magic Archer
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Zap Guards Electro Wizard
P.E.K.K.A Guards Ram Rider
Magic Archer
Guards Electro Wizard Zap P.E.K.K.A Magic Archer
Zap P.E.K.K.A Electro Wizard Magic Archer
Zap 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.)

Magic Archer Guards
Zap Electro Wizard Magic Archer Ram Rider
Magic Archer
Guards
Zap Magic Archer
Zap Magic Archer Ram Rider
Magic Archer
Zap Magic Archer Ram Rider
Zap Ram Rider
Guards Electro Wizard
Zap Electro Wizard Magic Archer Ram Rider
Zap Magic Archer
Magic Archer
Magic Archer
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Electro Wizard Magic Archer
Zap Magic Archer
Magic Archer
Zap
Zap Magic Archer
Zap Electro Wizard Magic Archer Ram Rider
Zap Magic Archer Ram Rider
Zap Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Guards
Zap Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A
Magic Archer
Zap Electro Wizard Guards Magic Archer
Zap Electro Wizard Magic Archer Ram Rider
Electro Wizard Magic Archer
Zap Magic Archer
Zap
P.E.K.K.A
Zap Guards Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A

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