My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Good
F2P score
RIP

3 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Dragon

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.

Electro Dragon P.E.K.K.A Royal Ghost Fisherman Goblinstein

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball The Log

Punishments

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

Hog Rider 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.

Hog Rider P.E.K.K.A Royal Ghost

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.

Hog Rider Electro Dragon 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
Hog Rider Fisherman
Giant Snowball
Hog Rider Electro Dragon Fisherman
Zap
Fisherman
Barbarian Barrel
Royal Ghost
The Log
Hog Rider Fisherman
Earthquake
Hog Rider
Arrows
Royal Delivery
Hog Rider Electro Dragon P.E.K.K.A Royal Ghost Fisherman
Fireball
Hog Rider Electro Dragon Fisherman
Poison
Electro Dragon Fisherman
Lightning
Electro Dragon Fisherman Goblinstein
Rocket
Hog Rider Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Electro Dragon The Log 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Royal Ghost Fisherman Fireball Hog Rider Electro Dragon Goblinstein P.E.K.K.A

Shortest cycle

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

12 The Log Royal Ghost Fisherman Fireball

Attack Synergies 2 7

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.

Fireball
Hog Rider The Log
Hog Rider
Fireball The Log
Electro Dragon
P.E.K.K.A Fisherman
P.E.K.K.A
Electro Dragon The Log Fisherman
The Log
Hog Rider Fireball P.E.K.K.A Fisherman
Royal Ghost
Fisherman
Fisherman
Electro Dragon P.E.K.K.A The Log Royal Ghost
Goblinstein

Defense Synergies 2 5

Fireball
The Log
Hog Rider
Electro Dragon
The Log Fisherman
P.E.K.K.A
The Log Fisherman
The Log
Fireball P.E.K.K.A Electro Dragon Royal Ghost Fisherman
Royal Ghost
The Log
Fisherman
Electro Dragon P.E.K.K.A The Log
Goblinstein

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.

Fireball Electro Dragon The Log
P.E.K.K.A Electro Dragon The Log Fisherman
P.E.K.K.A Fisherman Electro Dragon
P.E.K.K.A Electro Dragon Fisherman
Fireball P.E.K.K.A The Log
Fireball The Log Electro Dragon Royal Ghost
Fireball Electro Dragon
Fireball Electro Dragon P.E.K.K.A The Log
P.E.K.K.A Fisherman
Royal Ghost Fisherman
Fireball Electro Dragon The Log Royal Ghost Fisherman
Fireball Electro Dragon
P.E.K.K.A Fireball Electro Dragon The Log
Fireball Electro Dragon P.E.K.K.A The Log Royal Ghost
P.E.K.K.A
Fireball P.E.K.K.A The Log Fisherman
Fireball Electro Dragon P.E.K.K.A Fisherman
Fireball Electro Dragon The Log Royal Ghost Fisherman
The Log Fireball Electro Dragon Royal Ghost Fisherman
P.E.K.K.A Fisherman
Royal Ghost Fireball Electro Dragon P.E.K.K.A The Log Fisherman
P.E.K.K.A

Counters to secondary win conditions

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

Fireball P.E.K.K.A Royal Ghost Fisherman
Fireball Electro Dragon The Log Royal Ghost Fisherman
P.E.K.K.A Electro Dragon The Log Fisherman
P.E.K.K.A Fireball The Log Fisherman
P.E.K.K.A Fisherman
Fireball Electro Dragon
P.E.K.K.A Fireball
P.E.K.K.A Fisherman
Electro Dragon P.E.K.K.A Fireball The Log
P.E.K.K.A
P.E.K.K.A Electro Dragon
P.E.K.K.A Fireball The Log
P.E.K.K.A Fireball
Fireball Electro Dragon
Electro Dragon Fireball P.E.K.K.A The Log Fisherman
Fireball Electro Dragon P.E.K.K.A The Log Royal Ghost
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 Electro Dragon The Log Royal Ghost
Fireball Electro Dragon The Log Royal Ghost Fisherman
Fireball Electro Dragon The Log
Fireball The Log
Fireball The Log
Fireball Electro Dragon
The Log
Fireball The Log Electro Dragon
Fireball The Log Electro Dragon Fisherman
Fireball Electro Dragon Fisherman
Fireball Electro Dragon The Log Fisherman
Fireball Electro Dragon
Fireball The Log Fisherman
Fireball Electro Dragon Fisherman
Fireball The Log Fisherman
Fireball Electro Dragon The Log
Fireball Electro Dragon The Log
Fireball
Fisherman
Fireball Electro Dragon The Log Fisherman
Fireball Electro Dragon The Log
Fireball The Log
Fireball
The Log Fisherman
Fireball Electro Dragon The Log
The Log Fireball Electro Dragon
Fisherman
Fireball The Log Electro Dragon Royal Ghost Fisherman
Fireball Electro Dragon The Log Fisherman
Fireball The Log Fisherman
Fireball Electro Dragon
Electro Dragon Fireball
Fireball
Fireball Electro Dragon The Log
Fireball Electro Dragon
P.E.K.K.A
Fireball The Log
Fireball Electro Dragon
Fireball Electro Dragon
The Log Fireball
Fireball Electro Dragon
The Log Fireball Electro Dragon
Fireball
Electro Dragon P.E.K.K.A
Electro Dragon Fireball The Log
Fireball Electro Dragon
Electro Dragon Fireball The Log Royal Ghost
P.E.K.K.A
Fireball Electro Dragon

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