My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Giant

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 Ice Spirit Bomber Goblin Giant P.E.K.K.A Fisherman

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Zap Arrows

Punishments

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

Goblin Giant

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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Bomber Zap Arrows

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.

Ice Spirit Arrows 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.

Ice 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Ice Spirit Bomber Zap Arrows Fisherman Goblin Giant P.E.K.K.A

Shortest cycle

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

6 Skeletons Ice Spirit Bomber Zap

Attack Synergies 6 10

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
Ice Spirit
Zap P.E.K.K.A Bomber Goblin Giant Fisherman
Bomber
Ice Spirit Zap Goblin Giant P.E.K.K.A
Zap
Ice Spirit Arrows Goblin Giant P.E.K.K.A Bomber Fisherman
Arrows
Zap P.E.K.K.A Goblin Giant
Goblin Giant
Zap Ice Spirit Bomber Arrows Fisherman
P.E.K.K.A
Ice Spirit Zap Arrows Bomber Fisherman
Fisherman
Ice Spirit Zap Goblin Giant P.E.K.K.A

Defense Synergies 3 16

Skeletons
Fisherman Ice Spirit Bomber Zap P.E.K.K.A
Ice Spirit
Zap Skeletons Bomber Goblin Giant P.E.K.K.A Fisherman
Bomber
Skeletons Ice Spirit Zap P.E.K.K.A Fisherman
Zap
Ice Spirit Goblin Giant Skeletons Bomber Arrows P.E.K.K.A Fisherman
Arrows
Zap P.E.K.K.A
Goblin Giant
Zap Ice Spirit
P.E.K.K.A
Skeletons Ice Spirit Bomber Zap Arrows Fisherman
Fisherman
Skeletons Ice Spirit Bomber 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.

Bomber Zap Goblin Giant
P.E.K.K.A Skeletons Ice Spirit Zap Fisherman
P.E.K.K.A Fisherman Skeletons Bomber
P.E.K.K.A Skeletons Fisherman
Bomber Arrows P.E.K.K.A
Arrows Skeletons Bomber Zap
Ice Spirit Zap Arrows
Zap Arrows Goblin Giant P.E.K.K.A
P.E.K.K.A Skeletons Fisherman
Skeletons Ice Spirit Bomber Fisherman
Skeletons Bomber Zap Arrows Goblin Giant Fisherman
Arrows Zap
P.E.K.K.A Skeletons Ice Spirit Bomber Zap
Bomber Ice Spirit Zap Arrows P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap P.E.K.K.A Fisherman
Skeletons Bomber Arrows P.E.K.K.A Fisherman
Ice Spirit Arrows Bomber Zap Fisherman
Zap Arrows Ice Spirit Bomber Fisherman
P.E.K.K.A Fisherman
Bomber Arrows Goblin Giant P.E.K.K.A Fisherman
P.E.K.K.A

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
Bomber Zap Arrows Fisherman
P.E.K.K.A Skeletons Ice Spirit Zap Goblin Giant Fisherman
P.E.K.K.A Zap Goblin Giant Fisherman
P.E.K.K.A Skeletons Goblin Giant Fisherman
Arrows Skeletons Ice Spirit Zap Goblin Giant
P.E.K.K.A Skeletons Goblin Giant
P.E.K.K.A Goblin Giant Fisherman
Zap P.E.K.K.A Skeletons Ice Spirit
P.E.K.K.A Skeletons Goblin Giant
P.E.K.K.A
P.E.K.K.A Zap Arrows Goblin Giant
P.E.K.K.A Skeletons Goblin Giant
Bomber
Skeletons Ice Spirit Bomber Zap Goblin Giant P.E.K.K.A Fisherman
Arrows Bomber Zap P.E.K.K.A
Bomber Zap 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
Arrows Zap Fisherman
Arrows Goblin Giant
Arrows
Bomber Zap Arrows
Arrows Ice Spirit Zap Goblin Giant
Bomber Arrows
Arrows Ice Spirit Zap
Arrows Zap Fisherman
Fisherman
Zap Arrows Fisherman
Zap Arrows
Fisherman
Arrows Fisherman
Zap Arrows Fisherman
Bomber Zap Arrows
Arrows
Arrows
Bomber Fisherman
Bomber Zap Arrows Fisherman
Bomber Zap Arrows
Arrows
Fisherman
Zap Arrows
Zap Arrows Ice Spirit Bomber
Fisherman
Arrows Zap Fisherman
Zap Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows
Zap Ice Spirit
Bomber Zap Arrows
Zap Ice Spirit Arrows
P.E.K.K.A
Arrows
Zap Ice Spirit
Zap Arrows
Arrows
Arrows Bomber Zap
Zap Arrows
P.E.K.K.A
Zap Ice Spirit
Zap
Zap Goblin Giant
P.E.K.K.A

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