My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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!
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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Ice 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.

P.E.K.K.A Ice Wizard Royal Ghost Bandit 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.

Earthquake Rage

Punishments

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

Royal Ghost Bandit Ram Rider

Pump responses

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

Earthquake

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 Royal Ghost Bandit 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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Ice Wizard Royal Ghost

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.

Rage P.E.K.K.A Ice Wizard Royal Ghost

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.

Ice 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.

Rage Earthquake Ice Wizard Royal Ghost Bandit Electro Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

11 Rage Earthquake Ice Wizard Royal Ghost

Attack Synergies 1 13

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.

Earthquake
P.E.K.K.A Ram Rider
Rage
Electro Wizard
P.E.K.K.A
Electro Wizard Earthquake Ice Wizard Ram Rider
Ice Wizard
P.E.K.K.A Bandit Ram Rider
Royal Ghost
Bandit Electro Wizard Ram Rider
Bandit
Ice Wizard Royal Ghost Electro Wizard Ram Rider
Electro Wizard
P.E.K.K.A Rage Royal Ghost Bandit Ram Rider
Ram Rider
Earthquake P.E.K.K.A Ice Wizard Royal Ghost Bandit Electro Wizard

Defense Synergies 0 8

Earthquake
Ice Wizard
Rage
P.E.K.K.A
Ice Wizard Electro Wizard
Ice Wizard
Earthquake P.E.K.K.A Bandit
Royal Ghost
Electro Wizard
Bandit
Ice Wizard Electro Wizard Ram Rider
Electro Wizard
P.E.K.K.A Royal Ghost Bandit Ram Rider
Ram Rider
Bandit 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.

Earthquake Electro Wizard Ram Rider
P.E.K.K.A Ice Wizard Bandit Electro Wizard Ram Rider
P.E.K.K.A Ram Rider Ice Wizard Bandit Electro Wizard
P.E.K.K.A Ice Wizard Bandit Electro Wizard Ram Rider
Earthquake P.E.K.K.A
Earthquake Ice Wizard Royal Ghost Bandit Electro Wizard
Electro Wizard Ram Rider Ice Wizard
Earthquake P.E.K.K.A Bandit Electro Wizard Ram Rider
P.E.K.K.A Ice Wizard
Ice Wizard Royal Ghost Bandit Electro Wizard
Ice Wizard Electro Wizard Earthquake Royal Ghost Bandit Ram Rider
Ice Wizard Electro Wizard Ram Rider
P.E.K.K.A Earthquake Ice Wizard Bandit Electro Wizard Ram Rider
Earthquake P.E.K.K.A Royal Ghost Electro Wizard
P.E.K.K.A Bandit Electro Wizard Ram Rider
P.E.K.K.A Bandit Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard
Ice Wizard Royal Ghost Bandit Electro Wizard Ram Rider
Earthquake Ice Wizard Royal Ghost Bandit Electro Wizard Ram Rider
P.E.K.K.A Electro Wizard Ram Rider
Royal Ghost Earthquake P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

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

P.E.K.K.A Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Royal Ghost
P.E.K.K.A Bandit Electro Wizard Ram Rider
P.E.K.K.A Bandit Electro Wizard Ram Rider
P.E.K.K.A Bandit Ram Rider
Ice Wizard Electro Wizard Ram Rider
P.E.K.K.A Ice Wizard Bandit Electro Wizard Ram Rider
P.E.K.K.A
P.E.K.K.A Electro Wizard Bandit
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Electro Wizard
P.E.K.K.A Bandit Ram Rider
Electro Wizard P.E.K.K.A
Earthquake P.E.K.K.A Ice Wizard Royal Ghost 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.)

Earthquake Royal Ghost Bandit
Ice Wizard Royal Ghost Bandit Electro Wizard Ram Rider
Earthquake Bandit
Earthquake
Earthquake
Ice Wizard Ram Rider
Earthquake
Earthquake Ice Wizard Ram Rider
Bandit Ram Rider
Electro Wizard
Earthquake Bandit Electro Wizard Ram Rider
Earthquake Bandit
Earthquake Bandit
Earthquake
Earthquake Bandit
Earthquake Bandit
Earthquake
Earthquake Bandit Electro Wizard
Earthquake
Earthquake
Earthquake
Earthquake Ice Wizard
Earthquake Ice Wizard Royal Ghost Bandit Electro Wizard Ram Rider
Bandit Ram Rider
Bandit
Ice Wizard Electro Wizard
Electro Wizard
Earthquake Bandit
Electro Wizard
P.E.K.K.A
Earthquake
Earthquake Electro Wizard Bandit
Ice Wizard Electro Wizard Ram Rider
Electro Wizard
Earthquake
P.E.K.K.A
Electro Wizard
Electro Wizard
Royal Ghost Bandit Electro Wizard

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