My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
RIP
Versatility
Mediocre
F2P score
RIP

3 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!
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!
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!
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!

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.

Firecracker Battle Ram P.E.K.K.A Royal Ghost Fisherman Goblinstein

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.

Arrows Rage

Punishments

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

Battle Ram Royal Ghost

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.

Battle Ram P.E.K.K.A Royal Ghost

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 Royal Ghost

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
Firecracker Battle Ram Fisherman
Barbarian Barrel
Firecracker Battle Ram Royal Ghost
The Log
Firecracker Battle Ram Fisherman
Earthquake
Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Battle Ram P.E.K.K.A Royal Ghost Fisherman
Fireball
Firecracker Battle Ram Fisherman
Poison
Firecracker Fisherman
Lightning
Battle Ram Fisherman Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Royal Ghost

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 Battle Ram Rage P.E.K.K.A Royal Ghost

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 Firecracker Royal Ghost Fisherman Battle Ram Goblinstein P.E.K.K.A

Shortest cycle

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

11 Rage Arrows Firecracker Royal Ghost

Attack Synergies 1 8

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 Battle Ram
Firecracker
Battle Ram P.E.K.K.A Fisherman
Battle Ram
Arrows Firecracker P.E.K.K.A Royal Ghost
Rage
P.E.K.K.A
Arrows Firecracker Battle Ram Fisherman
Royal Ghost
Battle Ram Fisherman
Fisherman
Firecracker P.E.K.K.A Royal Ghost
Goblinstein

Defense Synergies 0 4

Arrows
P.E.K.K.A
Firecracker
P.E.K.K.A Fisherman
Battle Ram
Rage
P.E.K.K.A
Arrows Firecracker Fisherman
Royal Ghost
Fisherman
Firecracker P.E.K.K.A
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.

Firecracker
P.E.K.K.A Firecracker Fisherman
P.E.K.K.A Fisherman
P.E.K.K.A Firecracker Fisherman
Arrows Firecracker P.E.K.K.A
Arrows Firecracker Royal Ghost
Arrows Firecracker
Arrows P.E.K.K.A
P.E.K.K.A Fisherman
Firecracker Royal Ghost Fisherman
Arrows Firecracker Royal Ghost Fisherman
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker P.E.K.K.A Royal Ghost
P.E.K.K.A
P.E.K.K.A Fisherman
Arrows Firecracker P.E.K.K.A Fisherman
Arrows Firecracker Royal Ghost Fisherman
Arrows Firecracker Royal Ghost Fisherman
P.E.K.K.A Fisherman
Royal Ghost Arrows Firecracker 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 Royal Ghost Fisherman
Arrows Firecracker Royal Ghost Fisherman
P.E.K.K.A Fisherman
P.E.K.K.A Fisherman
P.E.K.K.A Fisherman
Arrows Firecracker
P.E.K.K.A
P.E.K.K.A Fisherman
P.E.K.K.A Firecracker
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows
P.E.K.K.A
Firecracker
Firecracker P.E.K.K.A Fisherman
Arrows Firecracker P.E.K.K.A Royal Ghost
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 Royal Ghost
Arrows Firecracker Royal Ghost Fisherman
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Fisherman
Fisherman
Firecracker Arrows Fisherman
Arrows Firecracker
Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker
Arrows Firecracker
Arrows
Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker
Arrows
Fisherman
Arrows
Arrows Firecracker
Fisherman
Arrows Firecracker Royal Ghost Fisherman
Arrows Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker
Firecracker
Arrows
Arrows Firecracker
P.E.K.K.A
Arrows Firecracker
Arrows Firecracker
Arrows
Firecracker
Arrows Firecracker
Arrows
Firecracker P.E.K.K.A
Firecracker
Firecracker
Firecracker Royal Ghost
P.E.K.K.A
Firecracker

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