My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Phoenix

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.

Battle Ram P.E.K.K.A Royal Ghost Fisherman Phoenix

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Fireball

Punishments

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

Battle Ram Royal Ghost

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.

Electro Spirit Battle Ram P.E.K.K.A Royal Ghost Phoenix

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 Royal Ghost

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
Battle Ram Fisherman Phoenix
Giant Snowball
Battle Ram Fisherman
Zap
Battle Ram Fisherman
Barbarian Barrel
Electro Spirit Battle Ram Royal Ghost
The Log
Electro Spirit Battle Ram Fisherman
Earthquake
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Battle Ram P.E.K.K.A Royal Ghost Fisherman
Fireball
Battle Ram Fisherman
Poison
Fisherman Phoenix
Lightning
Battle Ram Fisherman Phoenix
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Fireball 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.

Electro Spirit Battle Ram P.E.K.K.A Royal Ghost

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Zap Royal Ghost Fisherman Fireball Battle Ram Phoenix P.E.K.K.A

Shortest cycle

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

9 Electro Spirit Zap Royal Ghost Fisherman

Attack Synergies 3 13

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
Zap Fireball Battle Ram P.E.K.K.A Phoenix
Zap
Fireball Battle Ram P.E.K.K.A Electro Spirit Royal Ghost Fisherman Phoenix
Fireball
Zap Electro Spirit Battle Ram
Battle Ram
Zap Electro Spirit Fireball P.E.K.K.A Royal Ghost
P.E.K.K.A
Zap Electro Spirit Battle Ram Fisherman
Royal Ghost
Zap Battle Ram Fisherman
Fisherman
Zap P.E.K.K.A Royal Ghost
Phoenix
Electro Spirit Zap

Defense Synergies 1 8

Electro Spirit
Zap Fisherman Phoenix
Zap
Fireball Electro Spirit P.E.K.K.A Royal Ghost Fisherman Phoenix
Fireball
Zap
Battle Ram
P.E.K.K.A
Zap Fisherman
Royal Ghost
Zap
Fisherman
Electro Spirit Zap P.E.K.K.A
Phoenix
Electro Spirit Zap

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.

Zap Fireball
P.E.K.K.A Zap Fisherman Phoenix
P.E.K.K.A Fisherman
P.E.K.K.A Fisherman Phoenix
Fireball P.E.K.K.A
Fireball Electro Spirit Zap Royal Ghost
Electro Spirit Zap Fireball Phoenix
Electro Spirit Zap Fireball P.E.K.K.A Phoenix
P.E.K.K.A Fisherman Phoenix
Royal Ghost Fisherman Phoenix
Electro Spirit Zap Fireball Royal Ghost Fisherman
Zap Fireball Phoenix
P.E.K.K.A Zap Fireball
Fireball Electro Spirit Zap P.E.K.K.A Royal Ghost
P.E.K.K.A Phoenix
Zap Fireball P.E.K.K.A Fisherman
Fireball P.E.K.K.A Fisherman
Fireball Electro Spirit Zap Royal Ghost Fisherman
Zap Electro Spirit Fireball Royal Ghost Fisherman
P.E.K.K.A Fisherman Phoenix
Royal Ghost Electro Spirit Fireball P.E.K.K.A Fisherman

Counters to secondary win conditions

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

Zap Fireball P.E.K.K.A Royal Ghost Fisherman
Fireball Zap Royal Ghost Fisherman Phoenix
P.E.K.K.A Zap Fisherman
P.E.K.K.A Zap Fireball Fisherman Phoenix
P.E.K.K.A Fisherman Phoenix
Fireball Electro Spirit Zap
P.E.K.K.A Fireball Phoenix
P.E.K.K.A Fisherman Phoenix
Zap P.E.K.K.A Electro Spirit Fireball Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Phoenix
P.E.K.K.A Zap Fireball Phoenix
P.E.K.K.A Fireball
Fireball
Phoenix Electro Spirit Zap Fireball P.E.K.K.A Fisherman
Electro Spirit Zap Fireball P.E.K.K.A Royal Ghost Phoenix
Electro Spirit Zap 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 Royal Ghost
Fireball Zap Royal Ghost Fisherman
Fireball
Fireball
Fireball Zap
Fireball Electro Spirit Zap
Fireball Zap
Fireball Zap Fisherman
Fireball Fisherman
Zap Fireball Fisherman
Fireball Zap
Fireball Fisherman
Fireball Fisherman
Zap Fireball Fisherman
Zap Fireball
Fireball
Fireball
Fisherman
Zap Fireball Fisherman
Zap Fireball
Fireball
Fireball
Fisherman
Zap Fireball
Zap Electro Spirit Fireball
Fisherman
Fireball Zap Royal Ghost Fisherman
Fireball Zap Fisherman
Fireball Zap Fisherman
Zap Fireball
Zap Electro Spirit Fireball
Fireball
Zap Fireball
Zap Electro Spirit Fireball
P.E.K.K.A
Fireball
Zap Electro Spirit Fireball
Fireball Zap
Fireball
Fireball
Zap Fireball
Zap Fireball
P.E.K.K.A
Zap Electro Spirit Fireball
Zap Fireball
Zap Fireball Royal Ghost
P.E.K.K.A
Fireball

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