My Best Clash Royale Deck

Deck Check Rating

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

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!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Giant Electro 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.

Battle Ram Goblin Giant P.E.K.K.A Fisherman Electro Wizard

Offensive cards

Win conditions

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

Battle Ram Goblin Giant

Damage spells

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

Arrows Freeze

Punishments

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

Battle Ram Goblin Giant

Pump responses

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

Missing

Dropped at the bridge

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

Electro Spirit Battle Ram Goblin Giant P.E.K.K.A

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.

Electro Spirit Electro Wizard

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
Battle Ram Fisherman
Giant Snowball
Battle Ram Fisherman
Zap
Battle Ram Goblin Giant Fisherman
Barbarian Barrel
Electro Spirit Battle Ram Electro Wizard
The Log
Electro Spirit Battle Ram Fisherman
Earthquake
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Battle Ram P.E.K.K.A Fisherman Electro Wizard
Fireball
Battle Ram Fisherman Electro Wizard
Poison
Fisherman Electro Wizard
Lightning
Battle Ram Fisherman Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Freeze

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.

Electro Spirit Arrows Battle Ram Freeze 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.

Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Arrows Fisherman Battle Ram Freeze Electro Wizard Goblin Giant P.E.K.K.A

Shortest cycle

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

11 Electro Spirit Arrows Fisherman Battle Ram

Attack Synergies 2 12

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.

Electro Spirit
Battle Ram Goblin Giant P.E.K.K.A
Arrows
P.E.K.K.A Battle Ram Freeze Goblin Giant
Battle Ram
Electro Spirit Arrows Freeze P.E.K.K.A Electro Wizard
Freeze
Arrows Battle Ram
Goblin Giant
Electro Spirit Arrows Fisherman Electro Wizard
P.E.K.K.A
Arrows Electro Wizard Electro Spirit Battle Ram Fisherman
Fisherman
Goblin Giant P.E.K.K.A
Electro Wizard
P.E.K.K.A Battle Ram Goblin Giant

Defense Synergies 0 7

Electro Spirit
Fisherman Electro Wizard
Arrows
P.E.K.K.A
Battle Ram
Freeze
Electro Wizard
Goblin Giant
Electro Wizard
P.E.K.K.A
Arrows Fisherman Electro Wizard
Fisherman
Electro Spirit P.E.K.K.A
Electro Wizard
Electro Spirit Freeze Goblin Giant 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.

Goblin Giant Electro Wizard
P.E.K.K.A Fisherman Electro Wizard
P.E.K.K.A Fisherman Freeze Electro Wizard
P.E.K.K.A Fisherman Electro Wizard
Arrows P.E.K.K.A
Arrows Freeze Electro Spirit Electro Wizard
Electro Wizard Electro Spirit Arrows Freeze
Electro Spirit Arrows Goblin Giant P.E.K.K.A Electro Wizard
P.E.K.K.A Fisherman
Fisherman Electro Wizard
Electro Wizard Electro Spirit Arrows Freeze Goblin Giant Fisherman
Arrows Electro Wizard
P.E.K.K.A Freeze Electro Wizard
Electro Spirit Arrows Freeze P.E.K.K.A Electro Wizard
P.E.K.K.A Electro Wizard
Freeze P.E.K.K.A Fisherman Electro Wizard
Arrows P.E.K.K.A Fisherman Electro Wizard
Arrows Electro Spirit Fisherman Electro Wizard
Arrows Freeze Electro Spirit Fisherman Electro Wizard
P.E.K.K.A Fisherman Electro Wizard
Electro Spirit Arrows Goblin Giant P.E.K.K.A Fisherman Electro Wizard
P.E.K.K.A Fisherman

Counters to secondary win conditions

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

P.E.K.K.A Fisherman Electro Wizard
Electro Wizard Arrows Fisherman
P.E.K.K.A Goblin Giant Fisherman Electro Wizard
P.E.K.K.A Goblin Giant Fisherman Electro Wizard
P.E.K.K.A Goblin Giant Fisherman
Arrows Electro Spirit Freeze Goblin Giant Electro Wizard
P.E.K.K.A Goblin Giant Electro Wizard
P.E.K.K.A Goblin Giant Fisherman
Freeze P.E.K.K.A Electro Wizard Electro Spirit
P.E.K.K.A Goblin Giant
P.E.K.K.A
P.E.K.K.A Arrows Goblin Giant Electro Wizard
P.E.K.K.A Goblin Giant
Electro Wizard Electro Spirit Freeze Goblin Giant P.E.K.K.A Fisherman
Arrows Electro Spirit Freeze P.E.K.K.A Electro Wizard
Electro Spirit Arrows Electro 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.)

Arrows Freeze
Arrows Fisherman Electro Wizard
Arrows Goblin Giant
Arrows Freeze
Arrows
Arrows Electro Spirit Freeze Goblin Giant
Arrows
Arrows Freeze
Arrows Fisherman
Fisherman Electro Wizard
Arrows Fisherman Electro Wizard
Arrows
Fisherman
Arrows Freeze Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows Freeze
Fisherman
Arrows Fisherman Electro Wizard
Arrows
Arrows
Fisherman
Arrows
Arrows Freeze Electro Spirit
Fisherman
Arrows Fisherman Electro Wizard
Arrows Fisherman
Arrows Fisherman
Arrows Electro Wizard
Electro Wizard Electro Spirit Freeze
Arrows
Electro Spirit Arrows Freeze Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Electro Spirit Freeze
Arrows Electro Wizard
Freeze
Arrows
Electro Wizard
Arrows
Arrows
P.E.K.K.A
Electro Spirit Freeze Electro Wizard
Electro Wizard
Freeze Goblin Giant Electro Wizard
P.E.K.K.A
Fisherman

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