My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Magic Archer

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.

Ice Spirit Archers P.E.K.K.A Electro Giant Fisherman Magic Archer

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Lightning

Punishments

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

Electro Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Ice Spirit P.E.K.K.A Electro Giant Magic Archer

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.

Magic Archer

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
Archers Fisherman
Giant Snowball
Archers Fisherman
Zap
Archers Fisherman
Barbarian Barrel
Ice Spirit Archers Magic Archer
The Log
Ice Spirit Archers Fisherman
Earthquake
Archers
Arrows
Ice Spirit Archers
Royal Delivery
Ice Spirit Archers P.E.K.K.A Fisherman Magic Archer
Fireball
Archers Fisherman Magic Archer
Poison
Archers Fisherman Magic Archer
Lightning
Fisherman Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Electro Giant Magic Archer

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.

Ice Spirit P.E.K.K.A Electro Giant

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 Spirit

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Zap Archers Fisherman Magic Archer Lightning P.E.K.K.A Electro Giant

Shortest cycle

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

9 Ice Spirit Zap Archers Fisherman

Attack Synergies 5 9

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.

Ice Spirit
Zap P.E.K.K.A Archers Fisherman
Zap
Ice Spirit P.E.K.K.A Archers Fisherman Magic Archer
Archers
Ice Spirit Zap P.E.K.K.A Fisherman
Lightning
Electro Giant
P.E.K.K.A
Ice Spirit Zap Magic Archer Archers Fisherman
Electro Giant
Lightning Fisherman
Fisherman
Ice Spirit Zap Archers P.E.K.K.A Electro Giant
Magic Archer
P.E.K.K.A Zap

Defense Synergies 1 13

Ice Spirit
Zap Archers P.E.K.K.A Fisherman Magic Archer
Zap
Ice Spirit Archers P.E.K.K.A Fisherman Magic Archer
Archers
Ice Spirit Zap P.E.K.K.A Fisherman
Lightning
P.E.K.K.A
Ice Spirit Zap Archers Fisherman
Electro Giant
Fisherman
Fisherman
Ice Spirit Zap Archers P.E.K.K.A Electro Giant Magic Archer
Magic Archer
Ice Spirit Zap Fisherman

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.

Lightning Zap Magic Archer
P.E.K.K.A Ice Spirit Zap Fisherman
P.E.K.K.A Fisherman Archers Lightning
P.E.K.K.A Fisherman
Lightning P.E.K.K.A
Zap Archers Magic Archer
Lightning Ice Spirit Zap Archers Magic Archer
Lightning Zap P.E.K.K.A Electro Giant Magic Archer
P.E.K.K.A Fisherman
Ice Spirit Archers Fisherman
Archers Zap Electro Giant Fisherman Magic Archer
Zap Archers Magic Archer
P.E.K.K.A Ice Spirit Zap Lightning
Ice Spirit Zap P.E.K.K.A Magic Archer
P.E.K.K.A
Ice Spirit Zap Lightning P.E.K.K.A Electro Giant Fisherman
P.E.K.K.A Fisherman
Ice Spirit Zap Archers Fisherman Magic Archer
Zap Ice Spirit Archers Fisherman Magic Archer
P.E.K.K.A Fisherman
Archers P.E.K.K.A Electro Giant Fisherman

Counters to secondary win conditions

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

Zap Archers P.E.K.K.A Electro Giant Fisherman
Zap Archers Lightning Fisherman Magic Archer
P.E.K.K.A Ice Spirit Zap Lightning Fisherman
Lightning P.E.K.K.A Zap Fisherman
P.E.K.K.A Fisherman
Electro Giant Ice Spirit Zap Archers Magic Archer
P.E.K.K.A Archers Lightning
P.E.K.K.A Fisherman
Zap Lightning P.E.K.K.A Ice Spirit Magic Archer
P.E.K.K.A
P.E.K.K.A
Lightning P.E.K.K.A Zap Electro Giant
Lightning P.E.K.K.A
Archers Electro Giant Magic Archer
Electro Giant Ice Spirit Zap Archers Lightning P.E.K.K.A Fisherman Magic Archer
Zap Archers P.E.K.K.A Electro Giant Magic Archer
Zap

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.)

Lightning Magic Archer
Zap Fisherman Magic Archer
Lightning Magic Archer
Lightning
Zap Magic Archer
Electro Giant Ice Spirit Zap Magic Archer
Archers Magic Archer
Ice Spirit Zap Lightning Magic Archer
Zap Lightning Fisherman
Lightning Fisherman
Lightning Zap Fisherman Magic Archer
Lightning Zap Archers Magic Archer
Lightning Fisherman Magic Archer
Lightning Fisherman Magic Archer
Lightning Zap Fisherman Magic Archer
Lightning Zap Magic Archer
Lightning Magic Archer
Lightning
Lightning Fisherman
Lightning Zap Archers Fisherman Magic Archer
Lightning Zap Electro Giant Magic Archer
Lightning Magic Archer
Lightning
Lightning Fisherman
Lightning Zap
Zap Electro Giant Ice Spirit Magic Archer
Fisherman
Zap Lightning Fisherman Magic Archer
Lightning Zap Fisherman Magic Archer
Lightning Zap Fisherman Magic Archer
Lightning Zap Archers Electro Giant Magic Archer
Zap Lightning Ice Spirit Electro Giant
Lightning
Lightning Zap Magic Archer
Zap Lightning Ice Spirit Magic Archer
P.E.K.K.A
Lightning Magic Archer
Zap Lightning Ice Spirit Archers Magic Archer
Lightning Zap Archers Magic Archer
Lightning Magic Archer
Zap Lightning Magic Archer
Lightning Zap Electro Giant
P.E.K.K.A
Zap Electro Giant Ice Spirit Lightning Magic Archer
Zap Lightning Magic Archer
Lightning Zap Electro Giant Magic Archer
P.E.K.K.A
Lightning

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