My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Tombstone Battle Ram P.E.K.K.A Ice Wizard Fisherman

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

Punishments

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

Battle Ram

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.

Battle Ram 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
Bomber Battle Ram Guards Fisherman
Giant Snowball
Bomber Tombstone Battle Ram Guards Fisherman
Zap
Bomber Tombstone Battle Ram Guards Fisherman
Barbarian Barrel
Bomber Tombstone Battle Ram Guards Ice Wizard
The Log
Bomber Tombstone Battle Ram Guards Fisherman
Earthquake
Bomber Tombstone Guards
Arrows
Bomber Tombstone Guards
Royal Delivery
Bomber Battle Ram Guards P.E.K.K.A Ice Wizard Fisherman
Fireball
Bomber Tombstone Battle Ram Ice Wizard Fisherman
Poison
Bomber Tombstone Guards Ice Wizard Fisherman
Lightning
Tombstone Battle Ram Ice Wizard Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Zap Ice Wizard

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.

Tombstone Battle Ram Guards P.E.K.K.A Ice Wizard

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Bomber Zap Tombstone Guards Ice Wizard Fisherman Battle Ram P.E.K.K.A

Shortest cycle

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

10 Bomber Zap Tombstone Guards

Attack Synergies 2 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.

Bomber
Zap Battle Ram P.E.K.K.A
Zap
Battle Ram P.E.K.K.A Bomber Guards Ice Wizard Fisherman
Tombstone
Battle Ram
Zap Bomber P.E.K.K.A
Guards
Zap
P.E.K.K.A
Zap Bomber Battle Ram Ice Wizard Fisherman
Ice Wizard
Zap P.E.K.K.A Fisherman
Fisherman
Zap P.E.K.K.A Ice Wizard

Defense Synergies 1 16

Bomber
Zap Tombstone Guards P.E.K.K.A Fisherman
Zap
Bomber Tombstone Guards P.E.K.K.A Ice Wizard Fisherman
Tombstone
Bomber Zap Guards Ice Wizard
Battle Ram
Guards
Fisherman Bomber Zap Tombstone Ice Wizard
P.E.K.K.A
Bomber Zap Ice Wizard Fisherman
Ice Wizard
Zap Tombstone Guards P.E.K.K.A Fisherman
Fisherman
Guards Bomber Zap P.E.K.K.A Ice Wizard

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 Tombstone
P.E.K.K.A Zap Tombstone Ice Wizard Fisherman
P.E.K.K.A Fisherman Bomber Tombstone Ice Wizard
P.E.K.K.A Tombstone Guards Ice Wizard Fisherman
Bomber Tombstone P.E.K.K.A
Bomber Zap Guards Ice Wizard
Zap Tombstone Ice Wizard
Zap P.E.K.K.A
P.E.K.K.A Tombstone Ice Wizard Fisherman
Guards Bomber Ice Wizard Fisherman
Guards Ice Wizard Bomber Zap Tombstone Fisherman
Zap Ice Wizard
Tombstone P.E.K.K.A Bomber Zap Guards Ice Wizard
Bomber Zap Tombstone Guards P.E.K.K.A
P.E.K.K.A Tombstone
Zap P.E.K.K.A Fisherman
Bomber Tombstone P.E.K.K.A Fisherman
Tombstone Bomber Zap Guards Ice Wizard Fisherman
Zap Bomber Tombstone Guards Ice Wizard Fisherman
P.E.K.K.A Fisherman
Bomber Guards P.E.K.K.A Fisherman
P.E.K.K.A Tombstone Guards Fisherman

Counters to secondary win conditions

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

Guards Zap Tombstone P.E.K.K.A Fisherman
Bomber Zap Fisherman
Tombstone Guards P.E.K.K.A Zap Fisherman
Guards P.E.K.K.A Zap Fisherman
P.E.K.K.A Tombstone Guards Fisherman
Zap Ice Wizard
Guards P.E.K.K.A Tombstone Ice Wizard
P.E.K.K.A Fisherman
Zap P.E.K.K.A Tombstone
P.E.K.K.A Tombstone Guards
P.E.K.K.A Tombstone Guards
P.E.K.K.A Zap Guards
P.E.K.K.A Tombstone Guards
Bomber
Tombstone Guards Bomber Zap P.E.K.K.A Fisherman
Bomber Zap P.E.K.K.A Ice Wizard
Bomber Zap Tombstone Ice 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.)

Guards
Zap Ice Wizard Fisherman
Guards
Bomber Zap
Zap Ice Wizard
Bomber
Zap Ice Wizard
Zap Fisherman
Guards Fisherman
Zap Fisherman
Zap
Fisherman
Fisherman
Zap Fisherman
Bomber Zap
Bomber Fisherman
Bomber Zap Fisherman
Bomber Zap
Fisherman
Zap
Zap Bomber Ice Wizard
Fisherman
Zap Ice Wizard Fisherman
Zap Fisherman
Zap Fisherman
Zap Ice Wizard
Zap Guards
Bomber Zap
Zap
P.E.K.K.A
Zap Tombstone Guards
Zap Ice Wizard
Bomber Zap
Zap
P.E.K.K.A
Zap Guards
Zap
Zap
P.E.K.K.A
Fisherman

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