My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker Zappies Mother Witch

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.

Firecracker Royal Giant Zappies Fisherman Mother Witch

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Earthquake

Punishments

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

Royal Giant Mini P.E.K.K.A

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.

Royal Giant Mini P.E.K.K.A

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.

Firecracker Mini P.E.K.K.A

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
Royal Giant Fisherman
Giant Snowball
Zappies Fisherman
Zap
Firecracker Royal Giant Zappies Fisherman
Barbarian Barrel
Firecracker Zappies
The Log
Firecracker Royal Giant Mini P.E.K.K.A Zappies Fisherman
Earthquake
Firecracker Zappies
Arrows
Firecracker Zappies
Royal Delivery
Firecracker Mini P.E.K.K.A Zappies Fisherman Mother Witch
Fireball
Firecracker Zappies Fisherman Mother Witch
Poison
Firecracker Zappies Fisherman Mother Witch
Lightning
Mini P.E.K.K.A Fisherman Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Earthquake

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.

Arrows Mini P.E.K.K.A Mother Witch

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.

Royal Giant

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.

Arrows Firecracker Earthquake Fisherman Mini P.E.K.K.A Zappies Mother Witch Royal Giant

Shortest cycle

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

12 Arrows Firecracker Earthquake Fisherman

Attack Synergies 5 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.

Arrows
Royal Giant Earthquake Mini P.E.K.K.A Mother Witch
Firecracker
Royal Giant Earthquake Mini P.E.K.K.A Zappies Fisherman
Royal Giant
Arrows Firecracker Earthquake Fisherman Mother Witch Zappies
Earthquake
Royal Giant Arrows Firecracker Mini P.E.K.K.A Mother Witch
Mini P.E.K.K.A
Arrows Firecracker Earthquake
Zappies
Firecracker Royal Giant
Fisherman
Royal Giant Firecracker
Mother Witch
Royal Giant Arrows Earthquake

Defense Synergies 0 13

Arrows
Mini P.E.K.K.A Mother Witch
Firecracker
Earthquake Mini P.E.K.K.A Zappies Fisherman
Royal Giant
Earthquake
Firecracker Mini P.E.K.K.A Zappies
Mini P.E.K.K.A
Arrows Firecracker Earthquake Fisherman Mother Witch
Zappies
Firecracker Earthquake Fisherman Mother Witch
Fisherman
Firecracker Mini P.E.K.K.A Zappies Mother Witch
Mother Witch
Arrows Mini P.E.K.K.A Zappies Fisherman

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 Firecracker Zappies
Mini P.E.K.K.A Firecracker Zappies Fisherman
Mini P.E.K.K.A Fisherman Zappies
Mini P.E.K.K.A Firecracker Zappies Fisherman
Arrows Firecracker Earthquake Mini P.E.K.K.A
Arrows Firecracker Earthquake Zappies Mother Witch
Arrows Firecracker Zappies
Earthquake Arrows
Mini P.E.K.K.A Zappies Fisherman
Firecracker Mini P.E.K.K.A Zappies Fisherman
Mother Witch Arrows Firecracker Earthquake Zappies Fisherman
Arrows Firecracker Zappies
Mini P.E.K.K.A Earthquake Zappies
Arrows Firecracker Earthquake Mini P.E.K.K.A Zappies
Mini P.E.K.K.A Zappies
Mini P.E.K.K.A Zappies Fisherman
Arrows Firecracker Mini P.E.K.K.A Zappies Fisherman
Arrows Firecracker Zappies Fisherman
Arrows Earthquake Firecracker Zappies Fisherman Mother Witch
Mini P.E.K.K.A Zappies Fisherman
Arrows Firecracker Earthquake Mini P.E.K.K.A Zappies Fisherman Mother Witch

Counters to secondary win conditions

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

Mini P.E.K.K.A Zappies Fisherman
Arrows Firecracker Mini P.E.K.K.A Fisherman
Zappies Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Zappies Fisherman
Mini P.E.K.K.A Zappies Fisherman
Arrows Firecracker Mother Witch Zappies
Mini P.E.K.K.A Zappies
Mini P.E.K.K.A Zappies Fisherman
Firecracker Mini P.E.K.K.A Zappies
Zappies
Mini P.E.K.K.A Zappies
Arrows
Mini P.E.K.K.A Zappies
Firecracker Zappies
Zappies Firecracker Mini P.E.K.K.A Fisherman
Arrows Firecracker Earthquake Mini P.E.K.K.A Zappies Mother Witch
Arrows

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 Arrows Firecracker
Arrows Firecracker Fisherman
Earthquake Arrows
Earthquake Arrows Firecracker
Arrows Firecracker Earthquake
Arrows Firecracker Mother Witch
Arrows Firecracker Earthquake
Arrows Earthquake Firecracker
Arrows Firecracker Fisherman
Mini P.E.K.K.A Fisherman
Firecracker Arrows Earthquake Fisherman
Arrows Firecracker
Earthquake Firecracker Fisherman
Earthquake Arrows Firecracker Fisherman
Earthquake Arrows Firecracker Fisherman
Earthquake Arrows Firecracker
Earthquake Arrows Firecracker
Arrows Earthquake
Mini P.E.K.K.A Fisherman
Arrows Firecracker Earthquake Mini P.E.K.K.A Fisherman
Arrows Firecracker Earthquake Mother Witch
Earthquake
Arrows
Fisherman
Earthquake Arrows
Arrows Firecracker Earthquake Mother Witch
Fisherman
Arrows Firecracker Earthquake Fisherman
Arrows Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker Mother Witch
Firecracker Zappies
Mini P.E.K.K.A
Arrows Earthquake
Arrows Firecracker Zappies
Arrows Firecracker Earthquake
Earthquake Zappies
Arrows Firecracker Zappies
Arrows
Firecracker Mini P.E.K.K.A
Arrows Firecracker Earthquake
Arrows
Firecracker
Firecracker Zappies
Firecracker Zappies
Firecracker

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