My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Missing

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.

Elixir Collector Fisherman Golden Knight

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Freeze

Punishments

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

Mini P.E.K.K.A Wall Breakers Golden Knight

Pump responses

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

Elixir Collector

Dropped at the bridge

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

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

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 Golden Knight

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
Wall Breakers Skeleton Army Fisherman
Giant Snowball
Wall Breakers Skeleton Army Fisherman
Zap
Wall Breakers Skeleton Army Fisherman
Barbarian Barrel
Wall Breakers Skeleton Army
The Log
Mini P.E.K.K.A Wall Breakers Skeleton Army Fisherman
Earthquake
Elixir Collector Skeleton Army
Arrows
Wall Breakers Skeleton Army
Royal Delivery
Mini P.E.K.K.A Wall Breakers Skeleton Army Fisherman
Fireball
Elixir Collector Wall Breakers Skeleton Army Fisherman
Poison
Elixir Collector Skeleton Army Fisherman
Lightning
Mini P.E.K.K.A Elixir Collector Fisherman
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Freeze

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.

Mini P.E.K.K.A Elixir Collector Skeleton Army Freeze

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.

Skeleton Army

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.

Mirror Wall Breakers Skeleton Army Fisherman Mini P.E.K.K.A Freeze Golden Knight Elixir Collector

Shortest cycle

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

8 Mirror Wall Breakers Skeleton Army Fisherman

Attack Synergies 0 4

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.

Mini P.E.K.K.A
Mirror
Elixir Collector
Mirror
Mini P.E.K.K.A Wall Breakers Skeleton Army Freeze
Wall Breakers
Mirror
Skeleton Army
Mirror
Freeze
Mirror
Fisherman
Golden Knight

Defense Synergies 1 5

Mini P.E.K.K.A
Mirror Skeleton Army Freeze Fisherman
Elixir Collector
Mirror
Skeleton Army Mini P.E.K.K.A
Wall Breakers
Skeleton Army
Mirror Mini P.E.K.K.A Freeze
Freeze
Mini P.E.K.K.A Skeleton Army
Fisherman
Mini P.E.K.K.A
Golden Knight

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.

Golden Knight
Mini P.E.K.K.A Skeleton Army Fisherman
Mini P.E.K.K.A Skeleton Army Fisherman Freeze
Mini P.E.K.K.A Skeleton Army Fisherman
Mini P.E.K.K.A Skeleton Army
Skeleton Army Freeze
Freeze
Golden Knight
Mini P.E.K.K.A Skeleton Army Fisherman
Skeleton Army Mini P.E.K.K.A Fisherman
Skeleton Army Freeze Fisherman
Mini P.E.K.K.A Skeleton Army Freeze
Skeleton Army Mini P.E.K.K.A Freeze Golden Knight
Mini P.E.K.K.A Skeleton Army
Skeleton Army Mini P.E.K.K.A Freeze Fisherman
Mini P.E.K.K.A Skeleton Army Fisherman
Skeleton Army Fisherman Golden Knight
Freeze Fisherman
Mini P.E.K.K.A Fisherman
Skeleton Army Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Skeleton Army 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 Skeleton Army Fisherman
Mini P.E.K.K.A Fisherman
Skeleton Army Mini P.E.K.K.A Fisherman Golden Knight
Mini P.E.K.K.A Skeleton Army Fisherman
Mini P.E.K.K.A Skeleton Army Fisherman
Freeze
Mini P.E.K.K.A Skeleton Army
Mini P.E.K.K.A Skeleton Army Fisherman
Freeze Mini P.E.K.K.A Skeleton Army
Skeleton Army
Mini P.E.K.K.A Golden Knight
Skeleton Army
Mini P.E.K.K.A Skeleton Army Golden Knight
Skeleton Army
Skeleton Army Mini P.E.K.K.A Freeze Fisherman Golden Knight
Mini P.E.K.K.A Freeze Golden Knight

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.)

Freeze Golden Knight
Fisherman Golden Knight
Freeze
Freeze
Freeze
Fisherman Golden Knight
Mini P.E.K.K.A Fisherman
Fisherman Golden Knight
Fisherman Golden Knight
Freeze Fisherman
Fisherman
Golden Knight
Freeze
Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Fisherman
Golden Knight
Fisherman
Freeze
Fisherman
Fisherman Golden Knight
Fisherman Golden Knight
Fisherman Golden Knight
Freeze
Mini P.E.K.K.A
Freeze
Skeleton Army Freeze
Freeze
Mini P.E.K.K.A
Freeze Golden Knight
Freeze Golden Knight
Fisherman

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