My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Goblin Giant Ice Wizard

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.

Goblin Giant P.E.K.K.A Ice Wizard Fisherman Goblinstein

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows Fireball Rage

Punishments

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

Goblin Giant

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.

Goblin Giant 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
Fisherman
Giant Snowball
Fisherman
Zap
Goblin Giant Fisherman
Barbarian Barrel
Ice Wizard
The Log
Fisherman
Earthquake
Arrows
Royal Delivery
P.E.K.K.A Ice Wizard Fisherman
Fireball
Ice Wizard Fisherman
Poison
Ice Wizard Fisherman
Lightning
Ice Wizard Fisherman Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Ice Wizard

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.

Arrows Rage P.E.K.K.A Ice Wizard

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 Ice Wizard

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.

Rage Arrows Ice Wizard Fisherman Fireball Goblinstein Goblin Giant P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Ice Wizard Fisherman

Attack Synergies 3 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.

Arrows
Fireball P.E.K.K.A Goblin Giant
Fireball
Arrows Goblin Giant
Rage
Goblin Giant
Goblin Giant
Fireball Arrows Rage Ice Wizard Fisherman
P.E.K.K.A
Arrows Ice Wizard Fisherman
Ice Wizard
Goblin Giant P.E.K.K.A Fisherman
Fisherman
Goblin Giant P.E.K.K.A Ice Wizard
Goblinstein

Defense Synergies 1 7

Arrows
Fireball P.E.K.K.A Ice Wizard
Fireball
Goblin Giant Arrows Ice Wizard
Rage
Goblin Giant
Fireball
P.E.K.K.A
Arrows Ice Wizard Fisherman
Ice Wizard
Arrows Fireball P.E.K.K.A Fisherman
Fisherman
P.E.K.K.A Ice Wizard
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 Goblin Giant
P.E.K.K.A Ice Wizard Fisherman
P.E.K.K.A Fisherman Ice Wizard
P.E.K.K.A Ice Wizard Fisherman
Arrows Fireball P.E.K.K.A
Arrows Fireball Ice Wizard
Arrows Fireball Ice Wizard
Arrows Fireball Goblin Giant P.E.K.K.A
P.E.K.K.A Ice Wizard Fisherman
Ice Wizard Fisherman
Ice Wizard Arrows Fireball Goblin Giant Fisherman
Arrows Fireball Ice Wizard
P.E.K.K.A Fireball Ice Wizard
Fireball Arrows P.E.K.K.A
P.E.K.K.A
Fireball P.E.K.K.A Fisherman
Arrows Fireball P.E.K.K.A Fisherman
Arrows Fireball Ice Wizard Fisherman
Arrows Fireball Ice Wizard Fisherman
P.E.K.K.A Fisherman
Arrows Fireball Goblin Giant P.E.K.K.A Fisherman

Counters to secondary win conditions

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

Fireball P.E.K.K.A Fisherman
Fireball Arrows Fisherman
P.E.K.K.A Goblin Giant Fisherman
P.E.K.K.A Fireball Goblin Giant Fisherman
P.E.K.K.A Goblin Giant Fisherman
Arrows Fireball Goblin Giant Ice Wizard
P.E.K.K.A Fireball Goblin Giant Ice Wizard
P.E.K.K.A Goblin Giant Fisherman
P.E.K.K.A Fireball
P.E.K.K.A Goblin Giant
P.E.K.K.A
P.E.K.K.A Arrows Fireball Goblin Giant
P.E.K.K.A Fireball Goblin Giant
Fireball
Fireball Goblin Giant P.E.K.K.A Fisherman
Arrows Fireball P.E.K.K.A Ice Wizard
Arrows Fireball Ice Wizard

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 Arrows
Arrows Fireball Ice Wizard Fisherman
Arrows Fireball Goblin Giant
Arrows Fireball
Fireball Arrows
Arrows Fireball Goblin Giant Ice Wizard
Arrows
Arrows Fireball Ice Wizard
Arrows Fireball Fisherman
Fireball Fisherman
Arrows Fireball Fisherman
Fireball Arrows
Fireball Fisherman
Arrows Fireball Fisherman
Arrows Fireball Fisherman
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fisherman
Arrows Fireball Fisherman
Arrows Fireball
Fireball
Arrows Fireball
Fisherman
Arrows Fireball
Arrows Fireball Ice Wizard
Fisherman
Arrows Fireball Ice Wizard Fisherman
Fireball Arrows Fisherman
Fireball Arrows Fisherman
Arrows Fireball Ice Wizard
Fireball
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Arrows Fireball
Fireball
Fireball Arrows Ice Wizard
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball
P.E.K.K.A
Fireball
Fireball
Fireball Goblin Giant
P.E.K.K.A
Fireball

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