My Best Clash Royale Deck

Deck Check Rating

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

2 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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Hunter

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 Hunter P.E.K.K.A Fisherman

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows Rage

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 P.E.K.K.A

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 Fisherman
Giant Snowball
Skeletons Fisherman
Zap
Skeletons Fisherman
Barbarian Barrel
Skeletons Heal Spirit Hunter
The Log
Skeletons Heal Spirit Hunter Fisherman
Earthquake
Skeletons
Arrows
Skeletons Heal Spirit
Royal Delivery
Skeletons Heal Spirit Hunter P.E.K.K.A Fisherman
Fireball
Hunter Fisherman
Poison
Hunter Fisherman
Lightning
Hunter Fisherman
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Hunter

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 Rage 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.

Heal Spirit

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 Heal Spirit Zap Rage Arrows Fisherman Hunter P.E.K.K.A

Shortest cycle

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

6 Skeletons Heal Spirit Zap Rage

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.

Skeletons
Zap
Arrows P.E.K.K.A Heal Spirit Hunter Fisherman
Arrows
Zap P.E.K.K.A
Heal Spirit
Zap Hunter P.E.K.K.A
Rage
Hunter
Fisherman Zap Heal Spirit P.E.K.K.A
P.E.K.K.A
Zap Arrows Heal Spirit Hunter Fisherman
Fisherman
Hunter Zap P.E.K.K.A

Defense Synergies 2 10

Skeletons
Fisherman Zap Hunter P.E.K.K.A
Zap
Skeletons Arrows Hunter P.E.K.K.A Fisherman
Arrows
Zap P.E.K.K.A
Heal Spirit
Rage
Hunter
Fisherman Skeletons Zap P.E.K.K.A
P.E.K.K.A
Skeletons Zap Arrows Hunter Fisherman
Fisherman
Skeletons Hunter Zap 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
Hunter P.E.K.K.A Skeletons Zap Fisherman
Hunter P.E.K.K.A Fisherman Skeletons
Hunter P.E.K.K.A Skeletons Fisherman
Arrows P.E.K.K.A
Arrows Skeletons Zap Hunter
Hunter Zap Arrows
Zap Arrows P.E.K.K.A
Hunter P.E.K.K.A Skeletons Fisherman
Skeletons Hunter Fisherman
Skeletons Zap Arrows Hunter Fisherman
Arrows Hunter Zap
Hunter P.E.K.K.A Skeletons Zap
Zap Arrows Hunter P.E.K.K.A
P.E.K.K.A Hunter
Zap Hunter P.E.K.K.A Fisherman
Skeletons Arrows Hunter P.E.K.K.A Fisherman
Arrows Zap Hunter Fisherman
Zap Arrows Hunter Fisherman
P.E.K.K.A Hunter Fisherman
Arrows Hunter P.E.K.K.A Fisherman

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
Zap Arrows Hunter Fisherman
P.E.K.K.A Skeletons Zap Hunter Fisherman
Hunter P.E.K.K.A Zap Fisherman
P.E.K.K.A Skeletons Hunter Fisherman
Arrows Skeletons Zap Hunter
P.E.K.K.A Skeletons Hunter
P.E.K.K.A Hunter Fisherman
Zap P.E.K.K.A Skeletons
P.E.K.K.A Skeletons
P.E.K.K.A Hunter
P.E.K.K.A Zap Arrows
P.E.K.K.A Skeletons Hunter
Skeletons Zap Hunter P.E.K.K.A Fisherman
Arrows Zap Hunter P.E.K.K.A

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 Fisherman
Arrows
Arrows
Zap Arrows
Arrows Zap Hunter
Arrows
Arrows Zap Hunter
Arrows Zap Fisherman
Fisherman
Zap Arrows Fisherman
Zap Arrows
Hunter Fisherman
Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows Hunter
Arrows
Arrows
Fisherman
Zap Arrows Hunter Fisherman
Zap Arrows
Arrows
Fisherman
Zap Arrows
Zap Arrows Hunter
Fisherman
Arrows Zap Hunter Fisherman
Zap Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows Hunter
Zap
Zap Arrows Hunter
Zap Arrows
P.E.K.K.A
Arrows
Zap
Zap Arrows Hunter
Arrows
Hunter
Arrows Zap
Zap Arrows
P.E.K.K.A
Zap
Zap
Zap

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