My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang Wizard Electro Wizard Inferno Dragon 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.

Wizard P.E.K.K.A Electro Wizard Inferno Dragon 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.

Zap Fireball

Punishments

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

Goblin Gang 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.

Goblin Gang 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
Goblin Gang Inferno Dragon Ram Rider
Giant Snowball
Goblin Gang Inferno Dragon Ram Rider
Zap
Goblin Gang Inferno Dragon Ram Rider
Barbarian Barrel
Goblin Gang Wizard Electro Wizard
The Log
Goblin Gang Ram Rider
Earthquake
Goblin Gang
Arrows
Goblin Gang
Royal Delivery
Goblin Gang Wizard P.E.K.K.A Electro Wizard Inferno Dragon Ram Rider
Fireball
Goblin Gang Wizard Electro Wizard Inferno Dragon Ram Rider
Poison
Goblin Gang Wizard Electro Wizard
Lightning
Wizard Electro Wizard Inferno Dragon Ram Rider
Rocket
Wizard Inferno Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap 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 Inferno Dragon

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.

Goblin Gang 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Gang Fireball Electro Wizard Inferno Dragon Wizard Ram Rider P.E.K.K.A

Shortest cycle

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

13 Zap Goblin Gang Fireball Electro Wizard

Attack Synergies 5 7

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
Fireball P.E.K.K.A Electro Wizard Ram Rider
Goblin Gang
P.E.K.K.A
Fireball
Zap Electro Wizard Ram Rider
Wizard
P.E.K.K.A Ram Rider
P.E.K.K.A
Zap Electro Wizard Goblin Gang Wizard Ram Rider
Electro Wizard
Zap P.E.K.K.A Fireball Ram Rider
Inferno Dragon
Ram Rider
Zap Fireball Wizard P.E.K.K.A Electro Wizard

Defense Synergies 2 14

Zap
Fireball Electro Wizard Goblin Gang P.E.K.K.A Inferno Dragon Ram Rider
Goblin Gang
Zap P.E.K.K.A Electro Wizard Inferno Dragon
Fireball
Zap Electro Wizard Ram Rider
Wizard
P.E.K.K.A Electro Wizard
P.E.K.K.A
Zap Goblin Gang Wizard Electro Wizard
Electro Wizard
Zap Goblin Gang Fireball Wizard P.E.K.K.A Inferno Dragon Ram Rider
Inferno Dragon
Zap Goblin Gang Electro Wizard
Ram Rider
Zap Fireball 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.

Zap Fireball Wizard Electro Wizard Ram Rider
P.E.K.K.A Inferno Dragon Zap Goblin Gang Electro Wizard Ram Rider
Goblin Gang P.E.K.K.A Ram Rider Electro Wizard Inferno Dragon
P.E.K.K.A Inferno Dragon Goblin Gang Electro Wizard Ram Rider
Fireball P.E.K.K.A
Goblin Gang Fireball Zap Electro Wizard
Electro Wizard Inferno Dragon Ram Rider Zap Goblin Gang Fireball Wizard
Zap Fireball P.E.K.K.A Electro Wizard Ram Rider
P.E.K.K.A Inferno Dragon Goblin Gang
Goblin Gang Electro Wizard
Goblin Gang Electro Wizard Zap Fireball Wizard Ram Rider
Inferno Dragon Zap Goblin Gang Fireball Wizard Electro Wizard Ram Rider
P.E.K.K.A Zap Goblin Gang Fireball Wizard Electro Wizard Ram Rider
Fireball Wizard Zap Goblin Gang P.E.K.K.A Electro Wizard
P.E.K.K.A Inferno Dragon Goblin Gang Electro Wizard Ram Rider
Zap Goblin Gang Fireball P.E.K.K.A Electro Wizard Inferno Dragon Ram Rider
Wizard Goblin Gang Fireball P.E.K.K.A Electro Wizard
Fireball Zap Goblin Gang Wizard Electro Wizard Ram Rider
Zap Wizard Fireball Electro Wizard Inferno Dragon Ram Rider
P.E.K.K.A Electro Wizard Inferno Dragon Ram Rider
Goblin Gang Wizard Fireball 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.

Goblin Gang Zap Fireball P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Goblin Gang Wizard Inferno Dragon
Goblin Gang P.E.K.K.A Zap Electro Wizard Ram Rider
Goblin Gang P.E.K.K.A Zap Fireball Electro Wizard Ram Rider
P.E.K.K.A Goblin Gang Inferno Dragon Ram Rider
Fireball Wizard Zap Goblin Gang Electro Wizard Ram Rider
Goblin Gang P.E.K.K.A Fireball Electro Wizard Ram Rider
P.E.K.K.A Inferno Dragon
Zap P.E.K.K.A Electro Wizard Fireball Inferno Dragon
P.E.K.K.A Goblin Gang Inferno Dragon
P.E.K.K.A Inferno Dragon
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Goblin Gang Fireball Wizard Ram Rider
Wizard Fireball
Goblin Gang Electro Wizard Zap Fireball P.E.K.K.A Inferno Dragon
Zap Fireball Wizard P.E.K.K.A Electro Wizard Inferno Dragon

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
Fireball Zap Electro Wizard Ram Rider
Fireball
Fireball
Fireball Wizard Zap
Fireball Wizard Zap Ram Rider
Wizard
Fireball Zap Wizard Ram Rider
Fireball Zap Wizard Ram Rider
Goblin Gang Fireball Electro Wizard
Zap Fireball Wizard Electro Wizard Ram Rider
Fireball Zap Wizard
Fireball
Fireball
Zap Fireball
Zap Fireball Wizard
Fireball Wizard
Fireball
Zap Fireball Wizard Electro Wizard
Zap Fireball Wizard
Fireball
Fireball Wizard
Zap Fireball
Zap Fireball Wizard
Inferno Dragon
Fireball Zap Wizard Electro Wizard Ram Rider
Fireball Zap Wizard Ram Rider
Fireball Zap
Zap Fireball Wizard Electro Wizard
Zap Electro Wizard Fireball Wizard
Fireball
Zap Fireball Wizard
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard
Zap Electro Wizard Goblin Gang Fireball
Fireball Zap Wizard Electro Wizard Ram Rider
Fireball
Fireball Goblin Gang Wizard Electro Wizard
Zap Fireball Wizard
Zap Fireball
P.E.K.K.A
Zap Goblin Gang Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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