My Best Clash Royale Deck

Deck Check Rating

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

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers Ram Rider

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.

Archers P.E.K.K.A Fisherman Ram Rider Goblinstein

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Arrows Fireball

Punishments

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

Ram Rider

Pump responses

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

Fireball

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 Ram Rider

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.

Ram Rider

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
Archers Guards Fisherman Ram Rider
Giant Snowball
Archers Guards Fisherman Ram Rider
Zap
Archers Guards Fisherman Ram Rider
Barbarian Barrel
Archers Guards
The Log
Archers Guards Fisherman Ram Rider
Earthquake
Archers Guards
Arrows
Archers Guards
Royal Delivery
Archers Guards P.E.K.K.A Fisherman Ram Rider
Fireball
Archers Fisherman Ram Rider
Poison
Archers Guards Fisherman
Lightning
Fisherman Ram Rider Goblinstein
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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 Guards P.E.K.K.A

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

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

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.

Archers Arrows Guards Fisherman Fireball Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

12 Archers Arrows Guards Fisherman

Attack Synergies 3 11

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.

Archers
Arrows P.E.K.K.A Fisherman Ram Rider
Arrows
Fireball P.E.K.K.A Archers Ram Rider
Fireball
Arrows Ram Rider
Guards
Ram Rider
P.E.K.K.A
Arrows Goblinstein Archers Fisherman Ram Rider
Fisherman
Archers P.E.K.K.A Ram Rider
Ram Rider
Archers Arrows Fireball Guards P.E.K.K.A Fisherman Goblinstein
Goblinstein
P.E.K.K.A Ram Rider

Defense Synergies 2 8

Archers
Guards P.E.K.K.A Fisherman
Arrows
Fireball P.E.K.K.A
Fireball
Arrows Ram Rider
Guards
Fisherman Archers
P.E.K.K.A
Goblinstein Archers Arrows Fisherman
Fisherman
Guards Archers P.E.K.K.A Ram Rider
Ram Rider
Fireball Fisherman
Goblinstein
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.

Fireball Ram Rider
P.E.K.K.A Fisherman Ram Rider
P.E.K.K.A Fisherman Ram Rider Archers
P.E.K.K.A Guards Fisherman Ram Rider
Arrows Fireball P.E.K.K.A
Arrows Fireball Archers Guards
Ram Rider Archers Arrows Fireball
Arrows Fireball P.E.K.K.A Ram Rider
P.E.K.K.A Fisherman
Guards Archers Fisherman
Archers Guards Arrows Fireball Fisherman Ram Rider
Arrows Archers Fireball Ram Rider
P.E.K.K.A Fireball Guards Ram Rider
Fireball Arrows Guards P.E.K.K.A
P.E.K.K.A Ram Rider
Fireball P.E.K.K.A Fisherman Ram Rider Goblinstein
Arrows Fireball P.E.K.K.A Fisherman
Arrows Fireball Archers Guards Fisherman Ram Rider
Arrows Archers Fireball Guards Fisherman Ram Rider
P.E.K.K.A Fisherman Ram Rider
Archers Arrows Fireball Guards P.E.K.K.A Fisherman
P.E.K.K.A Guards Fisherman

Counters to secondary win conditions

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

Guards Archers Fireball P.E.K.K.A Fisherman
Fireball Archers Arrows Fisherman
Guards P.E.K.K.A Fisherman Ram Rider
Guards P.E.K.K.A Fireball Fisherman Ram Rider
P.E.K.K.A Guards Fisherman Ram Rider
Arrows Fireball Goblinstein Archers Ram Rider
Guards P.E.K.K.A Archers Fireball Ram Rider
P.E.K.K.A Fisherman
P.E.K.K.A Goblinstein Fireball
P.E.K.K.A Guards
P.E.K.K.A Guards
P.E.K.K.A Arrows Fireball Guards
P.E.K.K.A Fireball Guards Ram Rider
Archers Fireball
Guards Archers Fireball P.E.K.K.A Fisherman Goblinstein
Arrows Archers Fireball P.E.K.K.A
Arrows Fireball

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 Arrows Guards
Arrows Fireball Fisherman Ram Rider
Arrows Fireball
Arrows Fireball Guards
Fireball Arrows Goblinstein
Arrows Fireball Goblinstein Ram Rider
Archers Arrows
Arrows Fireball Ram Rider
Arrows Fireball Fisherman Ram Rider
Fireball Guards Fisherman
Arrows Fireball Fisherman Ram Rider
Fireball Archers Arrows
Fireball Fisherman
Arrows Fireball Fisherman
Arrows Fireball Fisherman
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fisherman
Archers Arrows Fireball Fisherman
Arrows Fireball
Fireball
Arrows Fireball
Fisherman
Arrows Fireball
Arrows Fireball Goblinstein
Fisherman
Arrows Fireball Fisherman Ram Rider
Fireball Arrows Fisherman Ram Rider
Fireball Arrows Fisherman
Archers Arrows Fireball
Fireball Guards Goblinstein
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Arrows Fireball
Archers Fireball Guards Goblinstein
Fireball Archers Arrows Ram Rider
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Fireball Guards
Fireball
Fireball
P.E.K.K.A
Fireball
Fisherman

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