My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Ram Rider

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Minions Wizard Witch Electro Wizard

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 Witch P.E.K.K.A Golem Electro Wizard

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Fireball

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.

P.E.K.K.A Golem

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.

Golem Electro Wizard

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
Minions
Giant Snowball
Minions Witch
Zap
Minions Witch
Barbarian Barrel
Wizard Witch Electro Wizard
The Log
Witch
Earthquake
Witch
Arrows
Minions Witch
Royal Delivery
Minions Wizard Witch P.E.K.K.A Electro Wizard
Fireball
Minions Wizard Witch Electro Wizard
Poison
Minions Wizard Witch Electro Wizard
Lightning
Wizard Witch Electro Wizard
Rocket
Wizard Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Wizard Witch

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 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.

Minions Fireball Wizard Witch 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 Minions Fireball Electro Wizard Wizard Witch P.E.K.K.A Golem

Shortest cycle

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

13 Zap Minions Fireball Electro Wizard

Attack Synergies 5 11

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 Minions Witch Golem
Minions
Zap P.E.K.K.A Golem
Fireball
Zap Golem Electro Wizard
Wizard
P.E.K.K.A Golem
Witch
Zap P.E.K.K.A Golem
P.E.K.K.A
Zap Electro Wizard Minions Wizard Witch
Golem
Fireball Zap Minions Wizard Witch Electro Wizard
Electro Wizard
Zap P.E.K.K.A Fireball Golem

Defense Synergies 2 10

Zap
Fireball Electro Wizard Minions Witch P.E.K.K.A
Minions
Zap P.E.K.K.A Electro Wizard
Fireball
Zap Electro Wizard
Wizard
P.E.K.K.A Electro Wizard
Witch
Zap Electro Wizard
P.E.K.K.A
Zap Minions Wizard Electro Wizard
Golem
Electro Wizard
Zap Minions Fireball Wizard Witch P.E.K.K.A

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 Minions Fireball Wizard Electro Wizard
P.E.K.K.A Zap Minions Witch Electro Wizard
Witch P.E.K.K.A Minions Electro Wizard
Witch P.E.K.K.A Minions Electro Wizard
Fireball P.E.K.K.A
Fireball Zap Minions Electro Wizard
Minions Electro Wizard Zap Fireball Wizard Witch
Zap Fireball P.E.K.K.A Electro Wizard
Witch P.E.K.K.A Minions
Electro Wizard
Minions Witch Electro Wizard Zap Fireball Wizard
Minions Zap Fireball Wizard Witch Electro Wizard
P.E.K.K.A Zap Minions Fireball Wizard Witch Electro Wizard
Fireball Wizard Zap Minions Witch P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Zap Fireball P.E.K.K.A Electro Wizard
Wizard Minions Fireball Witch P.E.K.K.A Electro Wizard
Fireball Zap Minions Wizard Witch Electro Wizard
Zap Wizard Witch Minions Fireball Electro Wizard
P.E.K.K.A Electro Wizard
Wizard Minions Fireball Witch 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.

Zap Fireball Witch P.E.K.K.A Electro Wizard
Fireball Electro Wizard Zap Wizard
P.E.K.K.A Zap Minions Witch Electro Wizard
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Witch
Fireball Wizard Zap Minions Witch Electro Wizard
P.E.K.K.A Minions Fireball Witch Electro Wizard
P.E.K.K.A
Zap P.E.K.K.A Electro Wizard Minions Fireball Witch
Witch P.E.K.K.A
P.E.K.K.A Minions Witch
P.E.K.K.A Zap Fireball Electro Wizard
P.E.K.K.A Fireball Wizard Witch
Wizard Fireball Witch
Witch Electro Wizard Zap Minions Fireball P.E.K.K.A
Minions Zap Fireball Wizard Witch 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.)

Fireball
Fireball Zap Electro Wizard
Fireball
Fireball
Fireball Wizard Zap
Fireball Wizard Zap Minions Witch
Wizard Witch
Fireball Zap Wizard
Fireball Zap Wizard
Minions Fireball Electro Wizard
Zap Fireball Wizard Electro Wizard
Fireball Zap Wizard
Fireball
Minions Fireball
Zap Fireball
Zap Fireball Wizard Witch
Fireball Wizard
Fireball
Minions
Zap Fireball Wizard Electro Wizard
Zap Fireball Wizard Witch
Minions Fireball
Fireball Wizard
Zap Fireball
Zap Fireball Wizard Witch
Witch
Fireball Zap Wizard Witch Electro Wizard
Fireball Zap Wizard Witch
Fireball Zap
Zap Fireball Wizard Witch Electro Wizard
Zap Electro Wizard Minions Fireball Wizard Witch
Fireball
Zap Fireball Wizard
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball Wizard
Zap Electro Wizard Minions Fireball Witch
Fireball Zap Wizard Witch Electro Wizard
Fireball
Fireball Wizard Electro Wizard
Zap Fireball Wizard
Zap Fireball
P.E.K.K.A
Zap Minions Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard
Zap Fireball Witch Electro Wizard

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