My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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.

Ice 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.

P.E.K.K.A Ice Wizard Fisherman Monk

Offensive cards

Win conditions

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

Miner

Damage spells

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

Earthquake Poison The Log

Punishments

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

Miner

Pump responses

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

Earthquake Poison Miner

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.

Miner Monk

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
Miner Fisherman
Giant Snowball
Miner Fisherman
Zap
Fisherman
Barbarian Barrel
Ice Wizard
The Log
Fisherman
Earthquake
Arrows
Royal Delivery
P.E.K.K.A Miner Ice Wizard Fisherman
Fireball
Ice Wizard Fisherman
Poison
Ice Wizard Fisherman
Lightning
Ice Wizard Fisherman Monk
Rocket

Against air swarms

Spells and units that can counter air swarms.

Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Poison The Log Ice Wizard

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.

Poison P.E.K.K.A Miner Ice Wizard

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.

Ice 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.

The Log Earthquake Miner Ice Wizard Fisherman Poison Monk P.E.K.K.A

Shortest cycle

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

11 The Log Earthquake Miner Ice Wizard

Attack Synergies 2 9

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.

Earthquake
P.E.K.K.A The Log
Poison
P.E.K.K.A Miner The Log
P.E.K.K.A
Poison Earthquake The Log Ice Wizard Fisherman
The Log
Earthquake Poison P.E.K.K.A Miner Fisherman
Miner
Poison The Log
Ice Wizard
P.E.K.K.A Fisherman
Fisherman
P.E.K.K.A The Log Ice Wizard
Monk

Defense Synergies 1 11

Earthquake
The Log Ice Wizard
Poison
The Log Ice Wizard
P.E.K.K.A
The Log Ice Wizard Fisherman
The Log
P.E.K.K.A Earthquake Poison Miner Ice Wizard Fisherman
Miner
The Log
Ice Wizard
Earthquake Poison P.E.K.K.A The Log Fisherman
Fisherman
P.E.K.K.A The Log Ice Wizard Monk
Monk
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 The Log
P.E.K.K.A The Log Ice Wizard Fisherman Monk
P.E.K.K.A Fisherman Ice Wizard
P.E.K.K.A Ice Wizard Fisherman Monk
Earthquake Poison P.E.K.K.A The Log Monk
The Log Earthquake Ice Wizard
Poison Ice Wizard
Earthquake Poison P.E.K.K.A The Log Monk
P.E.K.K.A Ice Wizard Fisherman
Miner Ice Wizard Fisherman
Poison Ice Wizard Earthquake The Log Fisherman
Poison Ice Wizard
P.E.K.K.A Earthquake The Log Ice Wizard
Earthquake Poison P.E.K.K.A The Log
P.E.K.K.A
Monk P.E.K.K.A The Log Fisherman
Poison P.E.K.K.A Fisherman
The Log Ice Wizard Fisherman
Earthquake Poison The Log Ice Wizard Fisherman
P.E.K.K.A Fisherman
Earthquake Poison P.E.K.K.A The Log Fisherman

Counters to secondary win conditions

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

P.E.K.K.A Fisherman
Poison The Log Miner Fisherman Monk
P.E.K.K.A The Log Fisherman
P.E.K.K.A The Log Fisherman Monk
P.E.K.K.A Fisherman
Poison Ice Wizard Monk
P.E.K.K.A Ice Wizard
P.E.K.K.A Fisherman
P.E.K.K.A Poison The Log Monk
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Monk Poison The Log
P.E.K.K.A
Poison P.E.K.K.A The Log Fisherman Monk
Poison Earthquake P.E.K.K.A The Log Ice 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.)

Earthquake Poison The Log Monk
Poison Monk The Log Miner Ice Wizard Fisherman
Earthquake Poison The Log Miner
Earthquake Poison The Log
Poison Earthquake The Log
Poison Ice Wizard Monk
Earthquake Poison The Log
Earthquake Poison The Log Ice Wizard
Poison The Log Miner Monk Fisherman
Poison Fisherman
Poison Miner Monk Earthquake The Log Fisherman
Poison Monk
Earthquake Poison The Log Miner Fisherman
Earthquake Poison Fisherman Monk
Earthquake Poison The Log Fisherman
Earthquake Poison The Log
Earthquake Poison The Log
Monk Earthquake Poison
Fisherman
Earthquake Poison The Log Fisherman Monk
Earthquake Poison The Log Miner Monk
Earthquake Poison The Log Monk
Poison
The Log Fisherman Monk
Earthquake Poison The Log Monk
Earthquake Poison The Log Ice Wizard
Fisherman
Poison The Log Miner Earthquake Ice Wizard Fisherman Monk
Poison The Log Miner Fisherman Monk
Poison Miner The Log Fisherman
Poison Ice Wizard
Poison
Poison Earthquake The Log Miner
Poison Monk
P.E.K.K.A
Earthquake Poison The Log Monk
Earthquake
Poison Ice Wizard Monk
The Log
Poison Miner
The Log Earthquake Poison
Monk Poison
P.E.K.K.A
Poison The Log
Poison
Poison The Log Miner Monk

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