My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Bomber Wizard P.E.K.K.A Electro Wizard 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.

Poison

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.

Poison

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.

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
Bomber Skeleton Army Ram Rider
Giant Snowball
Bomber Skeleton Army Ram Rider
Zap
Bomber Skeleton Army Ram Rider
Barbarian Barrel
Bomber Wizard Skeleton Army Electro Wizard
The Log
Bomber Skeleton Army Ram Rider
Earthquake
Bomber Skeleton Army
Arrows
Bomber Skeleton Army
Royal Delivery
Bomber Wizard Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
Fireball
Bomber Wizard Skeleton Army Electro Wizard Ram Rider
Poison
Bomber Wizard Skeleton Army Electro Wizard
Lightning
Wizard Electro Wizard Ram Rider
Rocket
Wizard Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Wizard Poison

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Wizard Poison

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Skeleton Army Poison 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.

Skeleton Army

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Bomber Skeleton Army Poison Electro Wizard Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

9 Mirror Bomber Skeleton Army Poison

Attack Synergies 2 10

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.

Bomber
P.E.K.K.A Ram Rider
Wizard
P.E.K.K.A Ram Rider
Mirror
Skeleton Army Poison Ram Rider
Skeleton Army
Mirror
Poison
P.E.K.K.A Mirror Ram Rider
P.E.K.K.A
Poison Electro Wizard Bomber Wizard Ram Rider
Electro Wizard
P.E.K.K.A Ram Rider
Ram Rider
Bomber Wizard Mirror Poison P.E.K.K.A Electro Wizard

Defense Synergies 1 11

Bomber
P.E.K.K.A Electro Wizard
Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Mirror
Skeleton Army Poison Electro Wizard
Skeleton Army
Mirror Wizard Electro Wizard
Poison
Mirror Electro Wizard
P.E.K.K.A
Bomber Wizard Electro Wizard
Electro Wizard
Bomber Wizard Mirror Skeleton Army Poison P.E.K.K.A Ram Rider
Ram Rider
Electro Wizard

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.

Bomber Wizard Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Bomber Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Ram Rider Bomber Electro Wizard
Skeleton Army P.E.K.K.A Bomber Electro Wizard Ram Rider
Bomber Skeleton Army Poison P.E.K.K.A
Skeleton Army Bomber Electro Wizard
Electro Wizard Ram Rider Wizard Poison
Poison P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Skeleton Army
Skeleton Army Bomber Electro Wizard
Skeleton Army Poison Electro Wizard Bomber Wizard Ram Rider
Wizard Poison Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Bomber Wizard Electro Wizard Ram Rider
Bomber Wizard Skeleton Army Poison P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
Wizard Bomber Skeleton Army Poison P.E.K.K.A Electro Wizard
Bomber Wizard Skeleton Army Electro Wizard Ram Rider
Wizard Poison Bomber Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
Bomber Wizard Skeleton Army Poison P.E.K.K.A Electro Wizard

Counters to secondary win conditions

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

Skeleton Army P.E.K.K.A Electro Wizard
Poison Electro Wizard Bomber Wizard
Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Skeleton Army Ram Rider
Wizard Poison Electro Wizard Ram Rider
Skeleton Army P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Skeleton Army
P.E.K.K.A Electro Wizard Skeleton Army Poison
P.E.K.K.A Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Poison Electro Wizard
Skeleton Army P.E.K.K.A Wizard Ram Rider
Wizard Bomber Skeleton Army
Skeleton Army Electro Wizard Bomber Poison P.E.K.K.A
Poison Bomber Wizard P.E.K.K.A 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.)

Poison
Poison Electro Wizard Ram Rider
Poison
Poison
Bomber Wizard Poison
Wizard Poison Ram Rider
Bomber Wizard Poison
Poison Wizard Ram Rider
Poison Wizard Ram Rider
Poison Electro Wizard
Poison Wizard Electro Wizard Ram Rider
Poison Wizard
Poison
Poison
Poison
Bomber Wizard Poison
Wizard Poison
Poison
Bomber
Bomber Wizard Poison Electro Wizard
Bomber Wizard Poison
Poison
Wizard Poison
Poison
Poison Bomber Wizard
Poison Wizard Electro Wizard Ram Rider
Wizard Poison Ram Rider
Poison
Poison Wizard Electro Wizard
Electro Wizard Wizard Poison
Poison Bomber Wizard
Poison Electro Wizard
P.E.K.K.A
Wizard Poison
Electro Wizard Skeleton Army
Poison Wizard Electro Wizard Ram Rider
Poison Wizard Electro Wizard
Bomber Wizard Poison
Poison
P.E.K.K.A
Poison Electro Wizard
Poison Electro Wizard
Poison Electro Wizard

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