My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Bad
Versatility
Good
F2P score
RIP

1 problems 3 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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Witch Goblin Giant

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.

Witch Goblin Giant Royal Ghost Fisherman

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows Rage

Punishments

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

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

Pump responses

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

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Heal Spirit Mini P.E.K.K.A Goblin Giant Royal Ghost

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.

Mini P.E.K.K.A Royal Ghost

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
Fisherman
Giant Snowball
Witch Fisherman
Zap
Witch Goblin Giant Fisherman
Barbarian Barrel
Heal Spirit Witch Royal Ghost
The Log
Heal Spirit Mini P.E.K.K.A Witch Fisherman
Earthquake
Witch
Arrows
Heal Spirit Witch
Royal Delivery
Heal Spirit Mini P.E.K.K.A Witch Royal Ghost Fisherman
Fireball
Witch Fisherman
Poison
Witch Fisherman
Lightning
Mini P.E.K.K.A Witch Fisherman
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Arrows Witch

Against ground swarms

Spells and units that can counter ground swarms.

Arrows 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.

Arrows Heal Spirit Mini P.E.K.K.A Rage 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.

Heal Spirit Witch

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.

Heal Spirit Rage Arrows Royal Ghost Fisherman Mini P.E.K.K.A Witch Goblin Giant

Shortest cycle

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

9 Heal Spirit Rage Arrows Royal Ghost

Attack Synergies 1 12

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
Mini P.E.K.K.A Goblin Giant
Heal Spirit
Mini P.E.K.K.A Witch Goblin Giant
Mini P.E.K.K.A
Arrows Heal Spirit Rage Goblin Giant
Rage
Witch Mini P.E.K.K.A Goblin Giant
Witch
Rage Heal Spirit Goblin Giant Royal Ghost
Goblin Giant
Arrows Heal Spirit Mini P.E.K.K.A Rage Witch Fisherman
Royal Ghost
Witch Fisherman
Fisherman
Goblin Giant Royal Ghost

Defense Synergies 0 6

Arrows
Mini P.E.K.K.A
Heal Spirit
Mini P.E.K.K.A
Arrows Witch Royal Ghost Fisherman
Rage
Witch
Mini P.E.K.K.A Royal Ghost Fisherman
Goblin Giant
Royal Ghost
Mini P.E.K.K.A Witch
Fisherman
Mini P.E.K.K.A Witch

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.

Goblin Giant
Mini P.E.K.K.A Witch Fisherman
Mini P.E.K.K.A Witch Fisherman
Mini P.E.K.K.A Witch Fisherman
Arrows Mini P.E.K.K.A
Arrows Royal Ghost
Arrows Witch
Arrows Goblin Giant
Mini P.E.K.K.A Witch Fisherman
Mini P.E.K.K.A Royal Ghost Fisherman
Witch Arrows Goblin Giant Royal Ghost Fisherman
Arrows Witch
Mini P.E.K.K.A Witch
Arrows Mini P.E.K.K.A Witch Royal Ghost
Mini P.E.K.K.A
Mini P.E.K.K.A Fisherman
Arrows Mini P.E.K.K.A Witch Fisherman
Arrows Witch Royal Ghost Fisherman
Arrows Witch Royal Ghost Fisherman
Mini P.E.K.K.A Fisherman
Royal Ghost Arrows Mini P.E.K.K.A Witch Goblin Giant Fisherman

Counters to secondary win conditions

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

Mini P.E.K.K.A Witch Royal Ghost Fisherman
Arrows Mini P.E.K.K.A Royal Ghost Fisherman
Mini P.E.K.K.A Witch Goblin Giant Fisherman
Mini P.E.K.K.A Goblin Giant Fisherman
Mini P.E.K.K.A Witch Goblin Giant Fisherman
Arrows Witch Goblin Giant
Mini P.E.K.K.A Witch Goblin Giant
Mini P.E.K.K.A Goblin Giant Fisherman
Mini P.E.K.K.A Witch
Witch Goblin Giant
Mini P.E.K.K.A Witch
Arrows Goblin Giant
Mini P.E.K.K.A Witch Goblin Giant
Witch
Witch Mini P.E.K.K.A Goblin Giant Fisherman
Arrows Mini P.E.K.K.A Witch Royal Ghost

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.)

Arrows Royal Ghost
Arrows Royal Ghost Fisherman
Arrows Goblin Giant
Arrows
Arrows
Arrows Witch Goblin Giant
Arrows Witch
Arrows
Arrows Fisherman
Mini P.E.K.K.A Fisherman
Arrows Fisherman
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Witch
Arrows
Arrows
Mini P.E.K.K.A Fisherman
Arrows Mini P.E.K.K.A Fisherman
Arrows Witch
Arrows
Fisherman
Arrows
Arrows Witch
Witch Fisherman
Arrows Witch Royal Ghost Fisherman
Arrows Witch Fisherman
Arrows Fisherman
Arrows Witch
Witch
Mini P.E.K.K.A
Arrows
Arrows
Arrows
Witch
Arrows Witch
Arrows
Mini P.E.K.K.A
Arrows
Arrows
Witch
Witch
Witch Goblin Giant Royal Ghost

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