My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Minions Goblin Giant Mother Witch

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 Fisherman Mother Witch

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 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.

Missing

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
Minions Guards Fisherman
Giant Snowball
Minions Guards Fisherman
Zap
Minions Guards Goblin Giant Fisherman
Barbarian Barrel
Guards
The Log
Guards Fisherman
Earthquake
Guards
Arrows
Minions Guards
Royal Delivery
Minions Guards P.E.K.K.A Fisherman Mother Witch
Fireball
Minions Fisherman Mother Witch
Poison
Minions Guards Fisherman Mother Witch
Lightning
Fisherman Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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.

Arrows Rage Guards P.E.K.K.A Mother Witch

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.

Minions

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 Minions Guards Fisherman Mother Witch Goblin Giant P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Minions Guards

Attack Synergies 2 11

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
P.E.K.K.A Goblin Giant Mother Witch
Minions
Rage Goblin Giant P.E.K.K.A Fisherman
Rage
Minions Goblin Giant Mother Witch
Guards
Goblin Giant
Arrows Minions Rage Fisherman Mother Witch
P.E.K.K.A
Arrows Minions Fisherman Mother Witch
Fisherman
Minions Goblin Giant P.E.K.K.A
Mother Witch
Arrows Rage Goblin Giant P.E.K.K.A

Defense Synergies 1 8

Arrows
P.E.K.K.A Mother Witch
Minions
Goblin Giant P.E.K.K.A Fisherman
Rage
Guards
Fisherman Mother Witch
Goblin Giant
Minions
P.E.K.K.A
Arrows Minions Fisherman
Fisherman
Guards Minions P.E.K.K.A Mother Witch
Mother Witch
Arrows Guards 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.

Minions Goblin Giant
P.E.K.K.A Minions Fisherman
P.E.K.K.A Fisherman Minions
P.E.K.K.A Minions Guards Fisherman
Arrows P.E.K.K.A
Arrows Minions Guards Mother Witch
Minions Arrows
Arrows Goblin Giant P.E.K.K.A
P.E.K.K.A Minions Fisherman
Guards Fisherman
Minions Guards Mother Witch Arrows Goblin Giant Fisherman
Arrows Minions
P.E.K.K.A Minions Guards
Arrows Minions Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Fisherman
Arrows Minions P.E.K.K.A Fisherman
Arrows Minions Guards Fisherman
Arrows Minions Guards Fisherman Mother Witch
P.E.K.K.A Fisherman
Arrows Minions Guards Goblin Giant P.E.K.K.A Fisherman Mother Witch

Counters to secondary win conditions

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

Guards P.E.K.K.A Fisherman
Arrows Fisherman
Guards P.E.K.K.A Minions Goblin Giant Fisherman
Guards P.E.K.K.A Goblin Giant Fisherman
P.E.K.K.A Guards Goblin Giant Fisherman
Arrows Mother Witch Minions Goblin Giant
Guards P.E.K.K.A Minions Goblin Giant
P.E.K.K.A Goblin Giant Fisherman
P.E.K.K.A Minions
P.E.K.K.A Guards Goblin Giant
P.E.K.K.A Minions Guards
P.E.K.K.A Arrows Guards Goblin Giant
P.E.K.K.A Guards Goblin Giant
Guards Minions Goblin Giant P.E.K.K.A Fisherman
Arrows Minions P.E.K.K.A Mother Witch
Arrows

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 Guards
Arrows Fisherman
Arrows Goblin Giant
Arrows Guards
Arrows
Arrows Mother Witch Minions Goblin Giant
Arrows
Arrows
Arrows Fisherman
Minions Guards Fisherman
Arrows Fisherman
Arrows
Fisherman
Arrows Minions Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Minions Fisherman
Arrows Fisherman
Arrows Mother Witch
Minions
Arrows
Fisherman
Arrows
Arrows Mother Witch
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Mother Witch
Minions Guards
Arrows
Arrows
P.E.K.K.A
Arrows
Minions Guards
Arrows
Arrows
Arrows
Arrows
P.E.K.K.A
Minions Guards
Goblin Giant
P.E.K.K.A

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