My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Missing cards in your collection

Void

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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard 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.

P.E.K.K.A Fisherman Electro Wizard Mother Witch

Offensive cards

Win conditions

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

Goblin Barrel

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 Barrel

Pump responses

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

Fireball Goblin Barrel

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

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.

Goblin Barrel 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
Goblin Barrel Skeleton Army Fisherman
Giant Snowball
Goblin Barrel Skeleton Army Fisherman
Zap
Goblin Barrel Skeleton Army Fisherman
Barbarian Barrel
Goblin Barrel Skeleton Army Electro Wizard
The Log
Goblin Barrel Skeleton Army Fisherman
Earthquake
Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Goblin Barrel Skeleton Army P.E.K.K.A Fisherman Electro Wizard Mother Witch
Fireball
Goblin Barrel Skeleton Army Fisherman Electro Wizard Mother Witch
Poison
Skeleton Army Fisherman Electro Wizard Mother Witch
Lightning
Fisherman Electro Wizard Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball

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.

Skeleton Army 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.

Fireball Goblin Barrel Skeleton Army

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.

Fireball Goblin Barrel 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.

Zap Goblin Barrel Skeleton Army Fisherman Fireball Electro Wizard Mother Witch P.E.K.K.A

Shortest cycle

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

11 Zap Goblin Barrel Skeleton Army Fisherman

Attack Synergies 4 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 Fisherman Mother Witch
Fireball
Zap Electro Wizard
Goblin Barrel
Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Barrel
P.E.K.K.A
Zap Electro Wizard Goblin Barrel Fisherman Mother Witch
Fisherman
Zap P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Fireball
Mother Witch
Zap P.E.K.K.A

Defense Synergies 2 9

Zap
Fireball Electro Wizard Skeleton Army P.E.K.K.A Fisherman Mother Witch
Fireball
Zap Electro Wizard
Goblin Barrel
Skeleton Army
Zap Electro Wizard
P.E.K.K.A
Zap Fisherman Electro Wizard
Fisherman
Zap P.E.K.K.A Mother Witch
Electro Wizard
Zap Fireball Skeleton Army P.E.K.K.A
Mother Witch
Zap 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.

Zap Fireball Electro Wizard
Skeleton Army P.E.K.K.A Zap Fisherman Electro Wizard
Skeleton Army P.E.K.K.A Fisherman Electro Wizard
Skeleton Army P.E.K.K.A Fisherman Electro Wizard
Fireball Skeleton Army P.E.K.K.A
Fireball Skeleton Army Zap Electro Wizard Mother Witch
Electro Wizard Zap Fireball
Zap Fireball P.E.K.K.A Electro Wizard
P.E.K.K.A Skeleton Army Fisherman
Skeleton Army Fisherman Electro Wizard
Skeleton Army Electro Wizard Mother Witch Zap Fireball Fisherman
Zap Fireball Electro Wizard
Skeleton Army P.E.K.K.A Zap Fireball Electro Wizard
Fireball Skeleton Army Zap P.E.K.K.A Electro Wizard
Skeleton Army P.E.K.K.A Electro Wizard
Skeleton Army Zap Fireball P.E.K.K.A Fisherman Electro Wizard
Fireball Skeleton Army P.E.K.K.A Fisherman Electro Wizard
Fireball Zap Skeleton Army Fisherman Electro Wizard
Zap Fireball Fisherman Electro Wizard Mother Witch
P.E.K.K.A Fisherman Electro Wizard
Skeleton Army Fireball P.E.K.K.A Fisherman Electro Wizard Mother Witch

Counters to secondary win conditions

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

Skeleton Army Zap Fireball P.E.K.K.A Fisherman Electro Wizard
Fireball Electro Wizard Zap Fisherman
Skeleton Army P.E.K.K.A Zap Fisherman Electro Wizard
Skeleton Army P.E.K.K.A Zap Fireball Fisherman Electro Wizard
P.E.K.K.A Skeleton Army Fisherman
Fireball Mother Witch Zap Electro Wizard
Skeleton Army P.E.K.K.A Fireball Electro Wizard
P.E.K.K.A Skeleton Army Fisherman
Zap P.E.K.K.A Electro Wizard Fireball Skeleton Army
P.E.K.K.A Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A Zap Fireball Electro Wizard
Skeleton Army P.E.K.K.A Fireball
Fireball Skeleton Army
Skeleton Army Electro Wizard Zap Fireball P.E.K.K.A Fisherman
Zap Fireball P.E.K.K.A Electro Wizard Mother Witch

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 Fisherman Electro Wizard
Fireball
Fireball
Fireball Zap
Fireball Mother Witch Zap
Fireball Zap
Fireball Zap Fisherman
Fireball Fisherman Electro Wizard
Zap Fireball Fisherman Electro Wizard
Fireball Zap
Fireball Fisherman
Fireball Fisherman
Zap Fireball Fisherman
Zap Fireball
Fireball
Fireball
Fisherman
Zap Fireball Fisherman Electro Wizard
Zap Fireball Mother Witch
Fireball
Fireball
Fisherman
Zap Fireball
Zap Mother Witch Fireball
Fisherman
Fireball Zap Fisherman Electro Wizard
Fireball Zap Fisherman
Fireball Zap Fisherman
Zap Fireball Electro Wizard Mother Witch
Zap Electro Wizard Fireball
Fireball
Zap Fireball
Zap Fireball Electro Wizard
P.E.K.K.A
Fireball
Zap Electro Wizard Fireball Skeleton Army
Fireball Zap Electro Wizard
Fireball
Fireball Electro Wizard
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Electro Wizard

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