My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Flying Machine 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 Flying Machine Golem Magic Archer Ram Rider

Offensive cards

Win conditions

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

Battle Ram Golem Ram Rider

Damage spells

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

Fireball

Punishments

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

Battle Ram 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.

Electro Spirit Battle Ram Flying Machine Golem 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.

Electro Spirit Golem 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 Guards Ram Rider
Giant Snowball
Battle Ram Flying Machine Guards Ram Rider
Zap
Battle Ram Flying Machine Guards Ram Rider
Barbarian Barrel
Electro Spirit Battle Ram Guards Magic Archer
The Log
Electro Spirit Battle Ram Guards Ram Rider
Earthquake
Guards
Arrows
Electro Spirit Flying Machine Guards
Royal Delivery
Electro Spirit Battle Ram Flying Machine Guards Magic Archer Ram Rider
Fireball
Battle Ram Flying Machine Magic Archer Ram Rider
Poison
Flying Machine Guards Magic Archer
Lightning
Battle Ram Magic Archer Ram Rider
Rocket
Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball 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.

Electro Spirit Battle Ram Guards Golem

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

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.

Electro Spirit Guards Fireball Battle Ram Flying Machine Magic Archer Ram Rider Golem

Shortest cycle

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

12 Electro Spirit Guards Fireball Battle Ram

Attack Synergies 3 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.

Electro Spirit
Fireball Battle Ram Golem Ram Rider
Fireball
Golem Electro Spirit Battle Ram Magic Archer Ram Rider
Battle Ram
Magic Archer Electro Spirit Fireball Flying Machine
Flying Machine
Battle Ram Golem Ram Rider
Guards
Ram Rider
Golem
Fireball Electro Spirit Flying Machine Magic Archer
Magic Archer
Battle Ram Ram Rider Fireball Golem
Ram Rider
Magic Archer Electro Spirit Fireball Flying Machine Guards

Defense Synergies 0 4

Electro Spirit
Fireball
Ram Rider
Battle Ram
Flying Machine
Guards
Guards
Flying Machine Magic Archer
Golem
Magic Archer
Guards Ram Rider
Ram Rider
Fireball 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.

Fireball Flying Machine Magic Archer Ram Rider
Flying Machine Ram Rider
Ram Rider
Guards Ram Rider
Fireball
Fireball Electro Spirit Flying Machine Guards Magic Archer
Ram Rider Electro Spirit Fireball Flying Machine Magic Archer
Electro Spirit Fireball Flying Machine Magic Archer Ram Rider
Guards
Guards Electro Spirit Fireball Flying Machine Magic Archer Ram Rider
Fireball Flying Machine Magic Archer Ram Rider
Fireball Flying Machine Guards Ram Rider
Fireball Electro Spirit Guards Magic Archer
Ram Rider
Fireball Ram Rider
Fireball
Fireball Electro Spirit Flying Machine Guards Magic Archer Ram Rider
Electro Spirit Fireball Flying Machine Guards Magic Archer Ram Rider
Ram Rider
Electro Spirit Fireball Flying Machine Guards

Counters to secondary win conditions

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

Guards Fireball
Fireball Flying Machine Magic Archer
Guards Ram Rider
Guards Fireball Ram Rider
Guards Ram Rider
Fireball Electro Spirit Flying Machine Magic Archer Ram Rider
Guards Fireball Flying Machine Ram Rider
Electro Spirit Fireball Flying Machine Magic Archer
Guards
Flying Machine Guards
Fireball Guards
Fireball Guards Ram Rider
Fireball Flying Machine Magic Archer
Guards Electro Spirit Fireball Flying Machine Magic Archer
Electro Spirit Fireball Flying Machine Magic Archer

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 Magic Archer Flying Machine Guards
Fireball Flying Machine Magic Archer Ram Rider
Fireball Flying Machine Magic Archer
Fireball Flying Machine Guards
Fireball Magic Archer
Fireball Electro Spirit Flying Machine Magic Archer Ram Rider
Flying Machine Magic Archer
Fireball Flying Machine Magic Archer Ram Rider
Fireball Flying Machine Ram Rider
Fireball Guards
Fireball Flying Machine Magic Archer Ram Rider
Fireball Flying Machine Magic Archer
Flying Machine Fireball Magic Archer
Fireball Flying Machine Magic Archer
Fireball Flying Machine Magic Archer
Fireball Flying Machine Magic Archer
Magic Archer Fireball Flying Machine
Fireball
Fireball Flying Machine Magic Archer
Fireball Flying Machine Magic Archer
Fireball Magic Archer
Fireball
Fireball Flying Machine
Electro Spirit Fireball Magic Archer
Fireball Flying Machine Magic Archer Ram Rider
Fireball Flying Machine Magic Archer Ram Rider
Fireball Magic Archer
Fireball Flying Machine Magic Archer
Electro Spirit Fireball Flying Machine Guards
Fireball
Fireball Magic Archer
Electro Spirit Fireball Magic Archer
Fireball Magic Archer
Electro Spirit Fireball Flying Machine Guards Magic Archer
Fireball Flying Machine Magic Archer Ram Rider
Fireball
Fireball Flying Machine Magic Archer
Fireball Flying Machine Magic Archer
Fireball
Flying Machine
Electro Spirit Fireball Flying Machine Guards Magic Archer
Fireball Flying Machine Magic Archer
Fireball Flying Machine Magic Archer

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