My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Flying Machine 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.

Royal Giant Flying Machine Giant Fisherman Phoenix

Offensive cards

Win conditions

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

Royal Giant Giant Wall Breakers

Damage spells

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

Earthquake

Punishments

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

Royal Giant Mini P.E.K.K.A Giant Wall Breakers

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant Mini P.E.K.K.A Flying Machine Giant Wall Breakers 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.

Mini 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
Royal Giant Giant Wall Breakers Fisherman Phoenix
Giant Snowball
Flying Machine Wall Breakers Fisherman
Zap
Royal Giant Flying Machine Wall Breakers Fisherman
Barbarian Barrel
Wall Breakers
The Log
Royal Giant Mini P.E.K.K.A Wall Breakers Fisherman
Earthquake
Arrows
Flying Machine Wall Breakers
Royal Delivery
Mini P.E.K.K.A Flying Machine Wall Breakers Fisherman
Fireball
Flying Machine Wall Breakers Fisherman
Poison
Flying Machine Fisherman Phoenix
Lightning
Mini P.E.K.K.A Fisherman Phoenix
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake

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.

Mini P.E.K.K.A

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.

Royal Giant

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.

Wall Breakers Earthquake Fisherman Mini P.E.K.K.A Flying Machine Phoenix Giant Royal Giant

Shortest cycle

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

12 Wall Breakers Earthquake Fisherman Mini P.E.K.K.A

Attack Synergies 4 5

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.

Royal Giant
Earthquake Fisherman Flying Machine
Earthquake
Royal Giant Giant Mini P.E.K.K.A Wall Breakers
Mini P.E.K.K.A
Giant Earthquake
Flying Machine
Royal Giant Giant
Giant
Earthquake Mini P.E.K.K.A Flying Machine Fisherman
Wall Breakers
Earthquake
Fisherman
Royal Giant Giant
Phoenix

Defense Synergies 0 3

Royal Giant
Earthquake
Mini P.E.K.K.A
Mini P.E.K.K.A
Earthquake Fisherman
Flying Machine
Fisherman
Giant
Wall Breakers
Fisherman
Mini P.E.K.K.A Flying Machine
Phoenix

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.

Earthquake Flying Machine
Mini P.E.K.K.A Flying Machine Fisherman Phoenix
Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Fisherman Phoenix
Earthquake Mini P.E.K.K.A
Earthquake Flying Machine
Flying Machine Phoenix
Earthquake Flying Machine Phoenix
Mini P.E.K.K.A Fisherman Phoenix
Mini P.E.K.K.A Fisherman Phoenix
Earthquake Flying Machine Fisherman
Flying Machine Phoenix
Mini P.E.K.K.A Earthquake Flying Machine
Earthquake Mini P.E.K.K.A
Mini P.E.K.K.A Phoenix
Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Fisherman
Flying Machine Fisherman
Earthquake Flying Machine Fisherman
Mini P.E.K.K.A Fisherman Phoenix
Earthquake Mini P.E.K.K.A Flying Machine Fisherman

Counters to secondary win conditions

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

Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Flying Machine Fisherman Phoenix
Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Fisherman Phoenix
Mini P.E.K.K.A Fisherman Phoenix
Flying Machine
Mini P.E.K.K.A Flying Machine Phoenix
Mini P.E.K.K.A Fisherman Phoenix
Mini P.E.K.K.A Flying Machine Phoenix
Phoenix
Mini P.E.K.K.A Flying Machine Phoenix
Phoenix
Mini P.E.K.K.A
Flying Machine
Phoenix Mini P.E.K.K.A Flying Machine Fisherman
Earthquake Mini P.E.K.K.A Flying Machine Phoenix

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.)

Earthquake Flying Machine
Flying Machine Fisherman
Earthquake Flying Machine
Earthquake Flying Machine
Earthquake
Flying Machine
Earthquake Flying Machine
Earthquake Flying Machine
Flying Machine Fisherman
Mini P.E.K.K.A Fisherman
Earthquake Flying Machine Fisherman
Flying Machine
Earthquake Flying Machine Fisherman
Earthquake Flying Machine Fisherman
Earthquake Flying Machine Fisherman
Earthquake Flying Machine
Earthquake Flying Machine
Earthquake
Mini P.E.K.K.A Fisherman
Earthquake Mini P.E.K.K.A Flying Machine Fisherman
Earthquake Flying Machine
Earthquake
Fisherman
Earthquake Flying Machine
Earthquake
Fisherman
Earthquake Flying Machine Fisherman
Flying Machine Fisherman
Fisherman
Flying Machine
Flying Machine
Mini P.E.K.K.A
Earthquake
Earthquake
Earthquake Flying Machine
Flying Machine
Mini P.E.K.K.A Flying Machine
Earthquake Flying Machine
Flying Machine
Flying Machine
Flying Machine
Flying Machine

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