My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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.

Witch

Defensive buildings

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

Cannon

Investments

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

Skeletons Witch P.E.K.K.A Fisherman

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.

Giant Snowball Earthquake

Punishments

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

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.

Wall Breakers 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
Skeletons Wall Breakers Fisherman
Giant Snowball
Skeletons Cannon Wall Breakers Witch Fisherman
Zap
Skeletons Cannon Wall Breakers Witch Fisherman
Barbarian Barrel
Skeletons Cannon Wall Breakers Witch
The Log
Skeletons Cannon Wall Breakers Witch Fisherman
Earthquake
Skeletons Cannon Witch
Arrows
Skeletons Wall Breakers Witch
Royal Delivery
Skeletons Wall Breakers Witch P.E.K.K.A Fisherman
Fireball
Cannon Wall Breakers Witch Fisherman
Poison
Cannon Witch Fisherman
Lightning
Cannon Witch Fisherman
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball 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.

P.E.K.K.A

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.

Witch

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.

Skeletons Giant Snowball Wall Breakers Cannon Earthquake Fisherman Witch P.E.K.K.A

Shortest cycle

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

8 Skeletons Giant Snowball Wall Breakers Cannon

Attack Synergies 2 6

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.

Skeletons
Giant Snowball
Earthquake P.E.K.K.A Wall Breakers Witch
Cannon
Earthquake
Giant Snowball Wall Breakers P.E.K.K.A
Wall Breakers
Giant Snowball Earthquake
Witch
Giant Snowball P.E.K.K.A
P.E.K.K.A
Giant Snowball Earthquake Witch Fisherman
Fisherman
P.E.K.K.A

Defense Synergies 2 13

Skeletons
Cannon Fisherman Giant Snowball Earthquake Witch P.E.K.K.A
Giant Snowball
Skeletons Cannon Earthquake Witch P.E.K.K.A Fisherman
Cannon
Skeletons Giant Snowball Earthquake Witch
Earthquake
Skeletons Giant Snowball Cannon
Wall Breakers
Witch
Skeletons Giant Snowball Cannon Fisherman
P.E.K.K.A
Skeletons Giant Snowball Fisherman
Fisherman
Skeletons Giant Snowball Witch P.E.K.K.A

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 Cannon
P.E.K.K.A Skeletons Cannon Witch Fisherman
Cannon Witch P.E.K.K.A Fisherman Skeletons Giant Snowball
Cannon Witch P.E.K.K.A Skeletons Fisherman
Earthquake P.E.K.K.A
Skeletons Giant Snowball Cannon Earthquake
Giant Snowball Cannon Witch
Earthquake Cannon P.E.K.K.A
Cannon Witch P.E.K.K.A Skeletons Fisherman
Skeletons Giant Snowball Cannon Fisherman
Witch Skeletons Giant Snowball Cannon Earthquake Fisherman
Giant Snowball Witch
Cannon P.E.K.K.A Skeletons Giant Snowball Earthquake Witch
Giant Snowball Cannon Earthquake Witch P.E.K.K.A
P.E.K.K.A Cannon
Giant Snowball Cannon P.E.K.K.A Fisherman
Skeletons Cannon Witch P.E.K.K.A Fisherman
Cannon Giant Snowball Witch Fisherman
Giant Snowball Earthquake Witch Cannon Fisherman
P.E.K.K.A Cannon Fisherman
Giant Snowball Cannon Earthquake Witch P.E.K.K.A Fisherman

Counters to secondary win conditions

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

Skeletons Giant Snowball Witch P.E.K.K.A Fisherman
Giant Snowball Fisherman
P.E.K.K.A Skeletons Witch Fisherman
P.E.K.K.A Fisherman
P.E.K.K.A Skeletons Cannon Witch Fisherman
Skeletons Giant Snowball Witch
P.E.K.K.A Skeletons Witch
P.E.K.K.A Fisherman
P.E.K.K.A Skeletons Giant Snowball Witch
Witch P.E.K.K.A Skeletons Cannon
P.E.K.K.A Witch
P.E.K.K.A Giant Snowball
P.E.K.K.A Skeletons Cannon Witch
Cannon Witch
Witch Skeletons P.E.K.K.A Fisherman
Giant Snowball Cannon Earthquake Witch P.E.K.K.A
Giant Snowball Cannon

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
Giant Snowball Fisherman
Earthquake
Earthquake
Giant Snowball Earthquake
Giant Snowball Witch
Earthquake Witch
Earthquake Giant Snowball
Giant Snowball Fisherman
Giant Snowball Fisherman
Earthquake Fisherman
Giant Snowball
Earthquake Giant Snowball Fisherman
Earthquake Fisherman
Earthquake Giant Snowball Fisherman
Earthquake Giant Snowball Witch
Earthquake
Giant Snowball Earthquake
Fisherman
Giant Snowball Earthquake Fisherman
Giant Snowball Earthquake Witch
Earthquake
Giant Snowball
Fisherman
Earthquake Giant Snowball
Giant Snowball Earthquake Witch
Witch Fisherman
Giant Snowball Earthquake Witch Fisherman
Giant Snowball Witch Fisherman
Fisherman
Giant Snowball Witch
Giant Snowball Witch
Giant Snowball
Giant Snowball Earthquake
Giant Snowball
P.E.K.K.A
Giant Snowball Earthquake
Earthquake Witch
Giant Snowball Witch
Giant Snowball Earthquake
Giant Snowball
P.E.K.K.A
Giant Snowball Witch
Giant Snowball Witch
Giant Snowball Witch
P.E.K.K.A

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