My Best Clash Royale Deck

Deck Check Rating

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

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.

Goblin Giant P.E.K.K.A Fisherman Goblinstein

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.

Arrows Rage

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.

Electro Spirit Goblin Giant 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.

Electro Spirit

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
Guards Fisherman
Giant Snowball
Guards Fisherman
Zap
Guards Goblin Giant Fisherman
Barbarian Barrel
Electro Spirit Guards
The Log
Electro Spirit Guards Fisherman
Earthquake
Guards
Arrows
Electro Spirit Guards
Royal Delivery
Electro Spirit Guards P.E.K.K.A Fisherman
Fireball
Fisherman
Poison
Guards Fisherman
Lightning
Fisherman Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows

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.

Electro Spirit Arrows Rage Guards P.E.K.K.A

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.

Electro Spirit Rage Arrows Guards Fisherman Goblinstein Goblin Giant P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Rage Arrows Guards

Attack Synergies 1 6

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.

Electro Spirit
Goblin Giant P.E.K.K.A
Arrows
P.E.K.K.A Goblin Giant
Rage
Goblin Giant
Guards
Goblin Giant
Electro Spirit Arrows Rage Fisherman
P.E.K.K.A
Arrows Electro Spirit Fisherman
Fisherman
Goblin Giant P.E.K.K.A
Goblinstein

Defense Synergies 1 3

Electro Spirit
Fisherman
Arrows
P.E.K.K.A
Rage
Guards
Fisherman
Goblin Giant
P.E.K.K.A
Arrows Fisherman
Fisherman
Guards Electro Spirit P.E.K.K.A
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.

Goblin Giant
P.E.K.K.A Fisherman
P.E.K.K.A Fisherman
P.E.K.K.A Guards Fisherman
Arrows P.E.K.K.A
Arrows Electro Spirit Guards
Electro Spirit Arrows
Electro Spirit Arrows Goblin Giant P.E.K.K.A
P.E.K.K.A Fisherman
Guards Fisherman
Guards Electro Spirit Arrows Goblin Giant Fisherman
Arrows
P.E.K.K.A Guards
Electro Spirit Arrows Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Fisherman
Arrows P.E.K.K.A Fisherman
Arrows Electro Spirit Guards Fisherman
Arrows Electro Spirit Guards Fisherman
P.E.K.K.A Fisherman
Electro Spirit Arrows Guards Goblin Giant P.E.K.K.A Fisherman

Counters to secondary win conditions

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

Guards P.E.K.K.A Fisherman
Arrows Fisherman
Guards P.E.K.K.A Goblin Giant Fisherman
Guards P.E.K.K.A Goblin Giant Fisherman
P.E.K.K.A Guards Goblin Giant Fisherman
Arrows Electro Spirit Goblin Giant
Guards P.E.K.K.A Goblin Giant
P.E.K.K.A Goblin Giant Fisherman
P.E.K.K.A Electro Spirit
P.E.K.K.A Guards Goblin Giant
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards Goblin Giant
P.E.K.K.A Guards Goblin Giant
Guards Electro Spirit Goblin Giant P.E.K.K.A Fisherman
Arrows Electro Spirit P.E.K.K.A
Electro Spirit 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 Guards
Arrows Fisherman
Arrows Goblin Giant
Arrows Guards
Arrows
Arrows Electro Spirit Goblin Giant
Arrows
Arrows
Arrows Fisherman
Guards Fisherman
Arrows Fisherman
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Fisherman
Arrows Fisherman
Arrows
Arrows
Fisherman
Arrows
Arrows Electro Spirit
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Electro Spirit Guards
Arrows
Electro Spirit Arrows
P.E.K.K.A
Arrows
Electro Spirit Guards
Arrows
Arrows
Arrows
Arrows
P.E.K.K.A
Electro Spirit Guards
Goblin Giant
P.E.K.K.A

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