My Best Clash Royale Deck

Deck Check Rating

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

4 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

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.

Bomber Firecracker P.E.K.K.A Fisherman Sparky Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows Rage

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.

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.

Firecracker

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
Bomber Fisherman Sparky
Giant Snowball
Bomber Fisherman
Zap
Bomber Firecracker Fisherman Sparky
Barbarian Barrel
Bomber Firecracker Sparky
The Log
Bomber Firecracker Fisherman Sparky
Earthquake
Bomber Firecracker
Arrows
Bomber Firecracker
Royal Delivery
Bomber Firecracker P.E.K.K.A Fisherman Sparky
Fireball
Bomber Firecracker Fisherman Sparky
Poison
Bomber Firecracker Fisherman Sparky
Lightning
Fisherman Sparky Goblinstein
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Firecracker Sparky

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 P.E.K.K.A Sparky

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.

Bomber Rage Arrows Firecracker Fisherman Goblinstein Sparky P.E.K.K.A

Shortest cycle

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

10 Bomber Rage Arrows Firecracker

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.

Bomber
P.E.K.K.A Sparky
Arrows
P.E.K.K.A Sparky
Firecracker
P.E.K.K.A Fisherman Sparky
Rage
Sparky
P.E.K.K.A
Arrows Bomber Firecracker Fisherman
Fisherman
Firecracker P.E.K.K.A Sparky
Sparky
Arrows Rage Bomber Firecracker Fisherman
Goblinstein

Defense Synergies 0 7

Bomber
P.E.K.K.A Fisherman
Arrows
P.E.K.K.A Sparky
Firecracker
P.E.K.K.A Fisherman
Rage
P.E.K.K.A
Bomber Arrows Firecracker Fisherman
Fisherman
Bomber Firecracker P.E.K.K.A
Sparky
Arrows
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.

Bomber Firecracker Sparky
P.E.K.K.A Sparky Firecracker Fisherman
P.E.K.K.A Fisherman Sparky Bomber
P.E.K.K.A Sparky Firecracker Fisherman
Bomber Arrows Firecracker P.E.K.K.A Sparky
Arrows Bomber Firecracker
Arrows Firecracker
Arrows P.E.K.K.A Sparky
P.E.K.K.A Sparky Fisherman
Bomber Firecracker Fisherman Sparky
Bomber Arrows Firecracker Fisherman
Arrows Firecracker
P.E.K.K.A Sparky Bomber
Bomber Sparky Arrows Firecracker P.E.K.K.A
P.E.K.K.A Sparky
P.E.K.K.A Fisherman Sparky
Sparky Bomber Arrows Firecracker P.E.K.K.A Fisherman
Arrows Bomber Firecracker Fisherman
Arrows Bomber Firecracker Fisherman
P.E.K.K.A Sparky Fisherman
Bomber Arrows Firecracker P.E.K.K.A Fisherman Sparky

Counters to secondary win conditions

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

P.E.K.K.A Fisherman Sparky
Bomber Arrows Firecracker Fisherman
P.E.K.K.A Fisherman Sparky
P.E.K.K.A Fisherman Sparky
P.E.K.K.A Fisherman Sparky
Arrows Firecracker
P.E.K.K.A Sparky
P.E.K.K.A Fisherman Sparky
P.E.K.K.A Firecracker Sparky
P.E.K.K.A Sparky
P.E.K.K.A Sparky
P.E.K.K.A Arrows
P.E.K.K.A Sparky
Bomber Firecracker Sparky
Sparky Bomber Firecracker P.E.K.K.A Fisherman
Arrows Bomber Firecracker P.E.K.K.A Sparky
Bomber 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 Firecracker Sparky
Arrows Firecracker Fisherman
Arrows Sparky
Arrows Firecracker Sparky
Bomber Arrows Firecracker Sparky
Arrows Firecracker
Bomber Arrows Firecracker Sparky
Arrows Firecracker
Arrows Firecracker Fisherman
Fisherman Sparky
Firecracker Arrows Fisherman Sparky
Arrows Firecracker
Firecracker Fisherman Sparky
Arrows Firecracker Fisherman
Arrows Firecracker Fisherman Sparky
Bomber Arrows Firecracker Sparky
Arrows Firecracker Sparky
Arrows Sparky
Bomber Fisherman Sparky
Bomber Arrows Firecracker Fisherman Sparky
Bomber Arrows Firecracker
Sparky
Arrows
Fisherman Sparky
Arrows
Arrows Firecracker Bomber Sparky
Fisherman
Arrows Firecracker Fisherman Sparky
Arrows Fisherman Sparky
Arrows Firecracker Fisherman Sparky
Arrows Firecracker Sparky
Firecracker
Sparky
Bomber Arrows Sparky
Arrows Firecracker Sparky
P.E.K.K.A Sparky
Arrows Firecracker Sparky
Arrows Firecracker
Arrows
Firecracker Sparky
Arrows Bomber Firecracker
Arrows Sparky
Firecracker P.E.K.K.A Sparky
Firecracker Sparky
Firecracker
Firecracker Sparky
P.E.K.K.A Sparky
Firecracker Sparky

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