My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons Battle Ram P.E.K.K.A Fisherman Electro Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Arrows Tornado

Punishments

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

Battle Ram

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.

Battle Ram 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.

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
Skeletons Battle Ram Fisherman
Giant Snowball
Skeletons Battle Ram Fisherman
Zap
Skeletons Battle Ram Fisherman
Barbarian Barrel
Skeletons Battle Ram Electro Wizard
The Log
Skeletons Battle Ram Fisherman
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Battle Ram P.E.K.K.A Fisherman Electro Wizard
Fireball
Battle Ram Fisherman Electro Wizard
Poison
Fisherman Electro Wizard
Lightning
Battle Ram Fisherman Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Tornado

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 Battle Ram Tornado P.E.K.K.A

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.

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.

Skeletons Zap Arrows Tornado Fisherman Battle Ram Electro Wizard P.E.K.K.A

Shortest cycle

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

9 Skeletons Zap Arrows Tornado

Attack Synergies 8 6

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.

Skeletons
Zap
Arrows Battle Ram Tornado P.E.K.K.A Electro Wizard Fisherman
Arrows
Zap P.E.K.K.A Battle Ram
Battle Ram
Zap Arrows Tornado P.E.K.K.A Electro Wizard
Tornado
Zap P.E.K.K.A Battle Ram
P.E.K.K.A
Zap Arrows Tornado Electro Wizard Battle Ram Fisherman
Fisherman
Zap P.E.K.K.A
Electro Wizard
Zap P.E.K.K.A Battle Ram

Defense Synergies 3 13

Skeletons
Fisherman Zap Tornado P.E.K.K.A Electro Wizard
Zap
Electro Wizard Skeletons Arrows Tornado P.E.K.K.A Fisherman
Arrows
Zap Tornado P.E.K.K.A
Battle Ram
Tornado
P.E.K.K.A Skeletons Zap Arrows Electro Wizard
P.E.K.K.A
Tornado Skeletons Zap Arrows Fisherman Electro Wizard
Fisherman
Skeletons Zap P.E.K.K.A
Electro Wizard
Zap Skeletons Tornado 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 Electro Wizard
P.E.K.K.A Skeletons Zap Fisherman Electro Wizard
Tornado P.E.K.K.A Fisherman Skeletons Electro Wizard
P.E.K.K.A Skeletons Fisherman Electro Wizard
Arrows Tornado P.E.K.K.A
Arrows Tornado Skeletons Zap Electro Wizard
Tornado Electro Wizard Zap Arrows
Zap Arrows P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons Tornado Fisherman
Tornado Skeletons Fisherman Electro Wizard
Electro Wizard Skeletons Zap Arrows Tornado Fisherman
Arrows Zap Tornado Electro Wizard
P.E.K.K.A Skeletons Zap Electro Wizard
Zap Arrows Tornado P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Tornado Zap P.E.K.K.A Fisherman Electro Wizard
Skeletons Arrows Tornado P.E.K.K.A Fisherman Electro Wizard
Arrows Zap Tornado Fisherman Electro Wizard
Zap Arrows Tornado Fisherman Electro Wizard
P.E.K.K.A Tornado Fisherman Electro Wizard
Arrows P.E.K.K.A Fisherman Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap P.E.K.K.A Fisherman Electro Wizard
Electro Wizard Zap Arrows Fisherman
P.E.K.K.A Skeletons Zap Fisherman Electro Wizard
P.E.K.K.A Zap Tornado Fisherman Electro Wizard
P.E.K.K.A Skeletons Fisherman
Arrows Skeletons Zap Tornado Electro Wizard
P.E.K.K.A Skeletons Electro Wizard
P.E.K.K.A Fisherman
Zap P.E.K.K.A Electro Wizard Skeletons Tornado
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Zap Arrows Tornado Electro Wizard
P.E.K.K.A Skeletons
Electro Wizard Skeletons Zap Tornado P.E.K.K.A Fisherman
Arrows Zap 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.)

Arrows
Arrows Zap Tornado Fisherman Electro Wizard
Arrows
Arrows
Zap Arrows
Arrows Zap Tornado
Arrows Tornado
Arrows Zap Tornado
Arrows Zap Tornado Fisherman
Tornado Fisherman Electro Wizard
Zap Arrows Tornado Fisherman Electro Wizard
Zap Arrows Tornado
Fisherman
Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows
Arrows
Arrows Tornado
Fisherman
Zap Arrows Fisherman Electro Wizard
Zap Arrows Tornado
Arrows Tornado
Tornado Fisherman
Zap Arrows
Zap Arrows Tornado
Fisherman
Arrows Zap Tornado Fisherman Electro Wizard
Zap Arrows Tornado Fisherman
Zap Arrows Tornado Fisherman
Zap Arrows Tornado Electro Wizard
Zap Electro Wizard
Zap Arrows
Zap Arrows Electro Wizard
P.E.K.K.A
Arrows
Zap Electro Wizard
Zap Arrows Tornado Electro Wizard
Arrows
Electro Wizard
Arrows Zap
Zap Arrows Tornado
P.E.K.K.A
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard
Zap Tornado Electro Wizard

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