My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker 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.

Firecracker P.E.K.K.A Royal Ghost 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 Tornado

Punishments

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

Royal Ghost Ram Rider

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.

P.E.K.K.A Royal Ghost 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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Tornado Royal Ghost

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 Tornado P.E.K.K.A Royal Ghost

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 Firecracker Tornado Royal Ghost Fisherman Ram Rider Goblinstein P.E.K.K.A

Shortest cycle

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

12 Arrows Firecracker Tornado Royal Ghost

Attack Synergies 2 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.

Arrows
P.E.K.K.A Ram Rider
Firecracker
Tornado P.E.K.K.A Fisherman Ram Rider
Tornado
P.E.K.K.A Firecracker Ram Rider
P.E.K.K.A
Arrows Tornado Firecracker Fisherman Ram Rider
Royal Ghost
Fisherman Ram Rider
Fisherman
Firecracker P.E.K.K.A Royal Ghost Ram Rider
Ram Rider
Arrows Firecracker Tornado P.E.K.K.A Royal Ghost Fisherman
Goblinstein

Defense Synergies 1 8

Arrows
Tornado P.E.K.K.A
Firecracker
Tornado P.E.K.K.A Fisherman
Tornado
P.E.K.K.A Arrows Firecracker Ram Rider
P.E.K.K.A
Tornado Arrows Firecracker Fisherman
Royal Ghost
Fisherman
Firecracker P.E.K.K.A Ram Rider
Ram Rider
Tornado Fisherman
Goblinstein

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.

Firecracker Ram Rider
P.E.K.K.A Firecracker Fisherman Ram Rider
Tornado P.E.K.K.A Fisherman Ram Rider
P.E.K.K.A Firecracker Fisherman Ram Rider
Arrows Firecracker Tornado P.E.K.K.A
Arrows Tornado Firecracker Royal Ghost
Tornado Ram Rider Arrows Firecracker
Arrows P.E.K.K.A Ram Rider
P.E.K.K.A Tornado Fisherman
Tornado Firecracker Royal Ghost Fisherman
Arrows Firecracker Tornado Royal Ghost Fisherman Ram Rider
Arrows Firecracker Tornado Ram Rider
P.E.K.K.A Ram Rider
Arrows Firecracker Tornado P.E.K.K.A Royal Ghost
P.E.K.K.A Ram Rider
Tornado P.E.K.K.A Fisherman Ram Rider
Arrows Firecracker Tornado P.E.K.K.A Fisherman
Arrows Firecracker Tornado Royal Ghost Fisherman Ram Rider
Arrows Tornado Firecracker Royal Ghost Fisherman Ram Rider
P.E.K.K.A Tornado Fisherman Ram Rider
Royal Ghost Arrows Firecracker P.E.K.K.A Fisherman

Counters to secondary win conditions

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

P.E.K.K.A Royal Ghost Fisherman
Arrows Firecracker Royal Ghost Fisherman
P.E.K.K.A Fisherman Ram Rider
P.E.K.K.A Tornado Fisherman Ram Rider
P.E.K.K.A Fisherman Ram Rider
Arrows Firecracker Tornado Ram Rider
P.E.K.K.A Ram Rider
P.E.K.K.A Fisherman
P.E.K.K.A Firecracker Tornado
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Tornado
P.E.K.K.A Ram Rider
Firecracker
Firecracker Tornado P.E.K.K.A Fisherman
Arrows Firecracker P.E.K.K.A Royal Ghost
Arrows

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 Firecracker Royal Ghost
Arrows Firecracker Tornado Royal Ghost Fisherman Ram Rider
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Tornado Ram Rider
Arrows Firecracker Tornado
Arrows Firecracker Tornado Ram Rider
Arrows Firecracker Tornado Fisherman Ram Rider
Tornado Fisherman
Firecracker Arrows Tornado Fisherman Ram Rider
Arrows Firecracker Tornado
Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker
Arrows Firecracker
Arrows Tornado
Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker Tornado
Arrows Tornado
Tornado Fisherman
Arrows
Arrows Firecracker Tornado
Fisherman
Arrows Firecracker Tornado Royal Ghost Fisherman Ram Rider
Arrows Tornado Fisherman Ram Rider
Arrows Firecracker Tornado Fisherman
Arrows Firecracker Tornado
Firecracker
Arrows
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Arrows Firecracker Tornado Ram Rider
Arrows
Firecracker
Arrows Firecracker
Arrows Tornado
Firecracker P.E.K.K.A
Firecracker Tornado
Firecracker Tornado
Firecracker Tornado Royal Ghost
P.E.K.K.A
Firecracker

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