My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers Electro Dragon

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 Battle Ram Electro Dragon P.E.K.K.A Fisherman

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball Rage

Punishments

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

Battle Ram

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.

Battle Ram 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 Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Electro Dragon

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.

Battle Ram Rage Guards P.E.K.K.A

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

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 Archers Guards Fisherman Fireball Battle Ram Electro Dragon P.E.K.K.A

Shortest cycle

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

11 Rage Archers Guards Fisherman

Attack Synergies 0 10

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
Battle Ram Electro Dragon P.E.K.K.A Fisherman
Fireball
Battle Ram
Battle Ram
Archers Fireball P.E.K.K.A
Rage
Electro Dragon
Guards
Electro Dragon
Archers Rage P.E.K.K.A Fisherman
P.E.K.K.A
Archers Battle Ram Electro Dragon Fisherman
Fisherman
Archers Electro Dragon P.E.K.K.A

Defense Synergies 1 6

Archers
Guards P.E.K.K.A Fisherman
Fireball
Battle Ram
Rage
Guards
Fisherman Archers Electro Dragon
Electro Dragon
Guards Fisherman
P.E.K.K.A
Archers Fisherman
Fisherman
Guards Archers Electro Dragon 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.

Fireball Electro Dragon
P.E.K.K.A Electro Dragon Fisherman
P.E.K.K.A Fisherman Archers Electro Dragon
P.E.K.K.A Guards Electro Dragon Fisherman
Fireball P.E.K.K.A
Fireball Archers Guards Electro Dragon
Archers Fireball Electro Dragon
Fireball Electro Dragon P.E.K.K.A
P.E.K.K.A Fisherman
Guards Archers Fisherman
Archers Guards Fireball Electro Dragon Fisherman
Archers Fireball Electro Dragon
P.E.K.K.A Fireball Guards Electro Dragon
Fireball Guards Electro Dragon P.E.K.K.A
P.E.K.K.A
Fireball P.E.K.K.A Fisherman
Fireball Electro Dragon P.E.K.K.A Fisherman
Fireball Archers Guards Electro Dragon Fisherman
Archers Fireball Guards Electro Dragon Fisherman
P.E.K.K.A Fisherman
Archers Fireball Guards Electro Dragon 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 Fireball P.E.K.K.A Fisherman
Fireball Archers Electro Dragon Fisherman
Guards P.E.K.K.A Electro Dragon Fisherman
Guards P.E.K.K.A Fireball Fisherman
P.E.K.K.A Guards Fisherman
Fireball Archers Electro Dragon
Guards P.E.K.K.A Archers Fireball
P.E.K.K.A Fisherman
Electro Dragon P.E.K.K.A Fireball
P.E.K.K.A Guards
P.E.K.K.A Guards Electro Dragon
P.E.K.K.A Fireball Guards
P.E.K.K.A Fireball Guards
Archers Fireball Electro Dragon
Guards Electro Dragon Archers Fireball P.E.K.K.A Fisherman
Archers Fireball Electro Dragon P.E.K.K.A
Fireball

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 Guards Electro Dragon
Fireball Electro Dragon Fisherman
Fireball Electro Dragon
Fireball Guards
Fireball
Fireball Electro Dragon
Archers
Fireball Electro Dragon
Fireball Electro Dragon Fisherman
Fireball Guards Electro Dragon Fisherman
Fireball Electro Dragon Fisherman
Fireball Archers Electro Dragon
Fireball Fisherman
Fireball Electro Dragon Fisherman
Fireball Fisherman
Fireball Electro Dragon
Fireball Electro Dragon
Fireball
Fisherman
Archers Fireball Electro Dragon Fisherman
Fireball Electro Dragon
Fireball
Fireball
Fisherman
Fireball Electro Dragon
Fireball Electro Dragon
Fisherman
Fireball Electro Dragon Fisherman
Fireball Electro Dragon Fisherman
Fireball Fisherman
Archers Fireball Electro Dragon
Electro Dragon Fireball Guards
Fireball
Fireball Electro Dragon
Fireball Electro Dragon
P.E.K.K.A
Fireball
Archers Fireball Guards Electro Dragon
Fireball Archers Electro Dragon
Fireball
Fireball Electro Dragon
Fireball Electro Dragon
Fireball
Electro Dragon P.E.K.K.A
Electro Dragon Fireball Guards
Fireball Electro Dragon
Electro Dragon Fireball
P.E.K.K.A
Fireball Electro Dragon

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