My Best Clash Royale Deck

Deck Check Rating

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

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.

Archers Wizard Goblin Giant

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.

Archers Wizard Goblin Giant P.E.K.K.A Fisherman

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard

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

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.

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.

Rage Archers Arrows Guards Fisherman Wizard Goblin Giant P.E.K.K.A

Shortest cycle

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

11 Rage Archers Arrows Guards

Attack Synergies 1 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.

Archers
Arrows Goblin Giant P.E.K.K.A Fisherman
Arrows
P.E.K.K.A Archers Goblin Giant
Wizard
Rage Goblin Giant P.E.K.K.A
Rage
Wizard Goblin Giant
Guards
Goblin Giant
Archers Arrows Wizard Rage Fisherman
P.E.K.K.A
Arrows Archers Wizard Fisherman
Fisherman
Archers Goblin Giant P.E.K.K.A

Defense Synergies 1 8

Archers
Guards Goblin Giant P.E.K.K.A Fisherman
Arrows
P.E.K.K.A
Wizard
Guards P.E.K.K.A
Rage
Guards
Fisherman Archers Wizard
Goblin Giant
Archers
P.E.K.K.A
Archers Arrows Wizard Fisherman
Fisherman
Guards Archers 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.

Wizard Goblin Giant
P.E.K.K.A Fisherman
P.E.K.K.A Fisherman Archers
P.E.K.K.A Guards Fisherman
Arrows P.E.K.K.A
Arrows Archers Guards
Archers Arrows Wizard
Arrows Goblin Giant P.E.K.K.A
P.E.K.K.A Fisherman
Guards Archers Fisherman
Archers Guards Arrows Wizard Goblin Giant Fisherman
Arrows Archers Wizard
P.E.K.K.A Wizard Guards
Wizard Arrows Guards P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Fisherman
Wizard Arrows P.E.K.K.A Fisherman
Arrows Archers Wizard Guards Fisherman
Arrows Wizard Archers Guards Fisherman
P.E.K.K.A Fisherman
Wizard Archers Arrows Guards 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.

Guards Archers P.E.K.K.A Fisherman
Archers Arrows Wizard Fisherman
Guards P.E.K.K.A Goblin Giant Fisherman
Guards P.E.K.K.A Goblin Giant Fisherman
P.E.K.K.A Guards Goblin Giant Fisherman
Arrows Wizard Archers Goblin Giant
Guards P.E.K.K.A Archers Goblin Giant
P.E.K.K.A Goblin Giant Fisherman
P.E.K.K.A
P.E.K.K.A Guards Goblin Giant
P.E.K.K.A Guards
P.E.K.K.A Arrows Guards Goblin Giant
P.E.K.K.A Wizard Guards Goblin Giant
Wizard Archers
Guards Archers Goblin Giant P.E.K.K.A Fisherman
Arrows Archers Wizard P.E.K.K.A
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
Wizard Arrows
Arrows Wizard Goblin Giant
Archers Arrows Wizard
Arrows Wizard
Arrows Wizard Fisherman
Guards Fisherman
Arrows Wizard Fisherman
Archers Arrows Wizard
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Wizard
Arrows Wizard
Arrows
Fisherman
Archers Arrows Wizard Fisherman
Arrows Wizard
Arrows Wizard
Fisherman
Arrows
Arrows Wizard
Fisherman
Arrows Wizard Fisherman
Arrows Wizard Fisherman
Arrows Fisherman
Archers Arrows Wizard
Wizard Guards
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Archers Guards
Archers Arrows Wizard
Arrows
Wizard
Arrows Wizard
Arrows
P.E.K.K.A
Guards
Goblin Giant
P.E.K.K.A
Wizard

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