My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Wizard Magic Archer Little Prince

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.

Battle Ram Wizard P.E.K.K.A Fisherman Magic Archer Little Prince

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.

Arrows Void

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.

Void

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 Magic Archer

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.

Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Magic Archer

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 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.

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.

Arrows Void Fisherman Little Prince Battle Ram Magic Archer Wizard P.E.K.K.A

Shortest cycle

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

12 Arrows Void Fisherman Little Prince

Attack Synergies 4 4

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
Void P.E.K.K.A Battle Ram
Battle Ram
Magic Archer Arrows P.E.K.K.A
Wizard
P.E.K.K.A
Void
Arrows
P.E.K.K.A
Arrows Magic Archer Battle Ram Wizard Fisherman
Fisherman
P.E.K.K.A
Magic Archer
Battle Ram P.E.K.K.A
Little Prince

Defense Synergies 0 6

Arrows
Void P.E.K.K.A Little Prince
Battle Ram
Wizard
P.E.K.K.A
Void
Arrows
P.E.K.K.A
Arrows Wizard Fisherman
Fisherman
P.E.K.K.A Magic Archer
Magic Archer
Fisherman
Little Prince
Arrows

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.

Wizard Void Magic Archer
P.E.K.K.A Fisherman
P.E.K.K.A Fisherman Void
P.E.K.K.A Fisherman
Arrows P.E.K.K.A
Arrows Magic Archer
Arrows Wizard Void Magic Archer Little Prince
Arrows Void P.E.K.K.A Magic Archer
P.E.K.K.A Fisherman
Fisherman Little Prince
Arrows Wizard Fisherman Magic Archer
Arrows Wizard Magic Archer
P.E.K.K.A Wizard
Wizard Arrows P.E.K.K.A Magic Archer
P.E.K.K.A
P.E.K.K.A Fisherman
Wizard Arrows P.E.K.K.A Fisherman
Arrows Wizard Fisherman Magic Archer Little Prince
Arrows Wizard Fisherman Magic Archer Little Prince
P.E.K.K.A Fisherman
Wizard Arrows P.E.K.K.A Fisherman Little Prince

Counters to secondary win conditions

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

Void P.E.K.K.A Fisherman
Void Arrows Wizard Fisherman Magic Archer
P.E.K.K.A Fisherman
P.E.K.K.A Fisherman
P.E.K.K.A Fisherman
Arrows Wizard Magic Archer
P.E.K.K.A Void
P.E.K.K.A Fisherman
Void P.E.K.K.A Magic Archer
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Void
P.E.K.K.A Wizard
Wizard Magic Archer
P.E.K.K.A Fisherman Magic Archer Little Prince
Arrows Wizard P.E.K.K.A Magic Archer

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.)

Void Magic Archer Arrows
Arrows Void Fisherman Magic Archer
Arrows Void Magic Archer
Arrows Void
Wizard Arrows Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Arrows Wizard Magic Archer
Arrows Void Wizard Fisherman
Void Fisherman
Void Arrows Wizard Fisherman Magic Archer
Void Arrows Wizard Magic Archer
Void Fisherman Magic Archer
Arrows Void Fisherman Magic Archer
Arrows Fisherman Magic Archer
Arrows Wizard Magic Archer
Magic Archer Arrows Wizard
Arrows
Fisherman
Void Arrows Wizard Fisherman Magic Archer
Arrows Wizard Magic Archer Little Prince
Void Magic Archer
Arrows Wizard Void
Void Fisherman
Arrows Void
Arrows Wizard Magic Archer Little Prince
Fisherman
Arrows Void Wizard Fisherman Magic Archer
Void Arrows Wizard Fisherman Magic Archer
Void Arrows Fisherman Magic Archer
Arrows Wizard Magic Archer Little Prince
Wizard Void
Void
Void Arrows Wizard Magic Archer
Void Arrows Magic Archer
P.E.K.K.A
Arrows Wizard Magic Archer
Void Magic Archer
Arrows Wizard Magic Archer
Arrows
Void Wizard Magic Archer
Arrows Wizard Magic Archer
Void Arrows
P.E.K.K.A
Magic Archer
Void Magic Archer
Void Magic Archer Little Prince

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