My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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!

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 Electro Wizard

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 Electro Wizard 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 Goblin Curse 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.

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 Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

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.

Arrows Goblin Curse 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.

Electro Wizard

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.

Goblin Curse Rage Arrows Fisherman Electro Wizard Goblinstein Goblin Giant P.E.K.K.A

Shortest cycle

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

10 Goblin Curse Rage Arrows Fisherman

Attack Synergies 3 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.

Arrows
Goblin Curse P.E.K.K.A Goblin Giant
Goblin Curse
Arrows
Rage
Goblin Giant Electro Wizard
Goblin Giant
Arrows Rage Fisherman Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Fisherman
Fisherman
Goblin Giant P.E.K.K.A
Electro Wizard
P.E.K.K.A Rage Goblin Giant
Goblinstein

Defense Synergies 0 4

Arrows
P.E.K.K.A
Goblin Curse
Rage
Goblin Giant
Electro Wizard
P.E.K.K.A
Arrows Fisherman Electro Wizard
Fisherman
P.E.K.K.A
Electro Wizard
Goblin Giant 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 Electro Wizard
P.E.K.K.A Goblin Curse Fisherman Electro Wizard
P.E.K.K.A Fisherman Goblin Curse Electro Wizard
P.E.K.K.A Goblin Curse Fisherman Electro Wizard
Arrows P.E.K.K.A
Arrows Electro Wizard
Electro Wizard Arrows Goblin Curse
Arrows Goblin Giant P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Curse Fisherman
Fisherman Electro Wizard
Goblin Curse Electro Wizard Arrows Goblin Giant Fisherman
Arrows Goblin Curse Electro Wizard
P.E.K.K.A Goblin Curse Electro Wizard
Arrows Goblin Curse P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Curse Electro Wizard
Goblin Curse P.E.K.K.A Fisherman Electro Wizard
Arrows P.E.K.K.A Fisherman Electro Wizard
Arrows Fisherman Electro Wizard
Arrows Goblin Curse Fisherman Electro Wizard
P.E.K.K.A Goblin Curse Fisherman Electro Wizard
Arrows Goblin Curse Goblin Giant P.E.K.K.A Fisherman Electro Wizard

Counters to secondary win conditions

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

P.E.K.K.A Fisherman Electro Wizard
Electro Wizard Arrows Fisherman
P.E.K.K.A Goblin Giant Fisherman Electro Wizard
P.E.K.K.A Goblin Giant Fisherman Electro Wizard
P.E.K.K.A Goblin Curse Goblin Giant Fisherman
Arrows Goblin Curse Goblin Giant Electro Wizard
P.E.K.K.A Goblin Giant Electro Wizard
P.E.K.K.A Goblin Curse Goblin Giant Fisherman
P.E.K.K.A Electro Wizard
P.E.K.K.A Goblin Curse Goblin Giant
P.E.K.K.A
P.E.K.K.A Arrows Goblin Giant Electro Wizard
P.E.K.K.A Goblin Curse Goblin Giant
Goblin Curse
Electro Wizard Goblin Giant P.E.K.K.A Fisherman
Arrows Goblin Curse P.E.K.K.A Electro Wizard
Arrows Electro Wizard

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 Goblin Curse Fisherman Electro Wizard
Arrows Goblin Giant
Arrows
Arrows Goblin Curse
Arrows Goblin Curse Goblin Giant
Arrows
Arrows Goblin Curse
Arrows Fisherman
Fisherman Electro Wizard
Arrows Fisherman Electro Wizard
Arrows Goblin Curse
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Fisherman
Arrows Fisherman Electro Wizard
Arrows Goblin Curse
Arrows
Fisherman
Arrows
Arrows Goblin Curse
Fisherman
Arrows Fisherman Electro Wizard
Arrows Fisherman
Arrows Goblin Curse Fisherman
Arrows Goblin Curse Electro Wizard
Electro Wizard
Arrows
Arrows Electro Wizard
P.E.K.K.A
Arrows Goblin Curse
Electro Wizard
Arrows Goblin Curse Electro Wizard
Arrows
Electro Wizard
Arrows
Arrows
P.E.K.K.A
Electro Wizard
Electro Wizard
Goblin Giant Electro Wizard
P.E.K.K.A

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