My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Bad

2 problems 2 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 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 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!
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.

Hunter

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.

Hunter P.E.K.K.A Fisherman

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 Fireball Rage The Log

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Hunter The Log

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Berserker Rage The Log Arrows Fisherman Fireball Hunter P.E.K.K.A

Shortest cycle

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

9 Berserker Rage The Log Arrows

Attack Synergies 3 5

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.

Berserker
Arrows
Fireball P.E.K.K.A
Fireball
Arrows The Log
Rage
Hunter
Fisherman P.E.K.K.A
P.E.K.K.A
Arrows Hunter The Log Fisherman
The Log
Fireball P.E.K.K.A Fisherman
Fisherman
Hunter P.E.K.K.A The Log

Defense Synergies 3 6

Berserker
Arrows
Fireball P.E.K.K.A
Fireball
The Log Arrows
Rage
Hunter
Fisherman P.E.K.K.A The Log
P.E.K.K.A
The Log Arrows Hunter Fisherman
The Log
Fireball P.E.K.K.A Hunter Fisherman
Fisherman
Hunter P.E.K.K.A The Log

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 The Log
Hunter P.E.K.K.A The Log Fisherman
Hunter P.E.K.K.A Fisherman
Hunter P.E.K.K.A Fisherman
Arrows Fireball P.E.K.K.A The Log
Arrows Fireball The Log Hunter
Hunter Arrows Fireball
Arrows Fireball P.E.K.K.A The Log
Hunter P.E.K.K.A Fisherman
Hunter Fisherman
Arrows Fireball Hunter The Log Fisherman
Arrows Hunter Fireball
Hunter P.E.K.K.A Fireball The Log
Fireball Arrows Hunter P.E.K.K.A The Log
P.E.K.K.A Hunter
Fireball Hunter P.E.K.K.A The Log Fisherman
Arrows Fireball Hunter P.E.K.K.A Fisherman
Arrows Fireball Hunter The Log Fisherman
Arrows Hunter The Log Fireball Fisherman
P.E.K.K.A Hunter Fisherman
Arrows Fireball Hunter P.E.K.K.A The Log Fisherman
P.E.K.K.A Hunter

Counters to secondary win conditions

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

Fireball P.E.K.K.A Fisherman
Fireball Arrows Hunter The Log Fisherman
P.E.K.K.A Hunter The Log Fisherman
Hunter P.E.K.K.A Fireball The Log Fisherman
P.E.K.K.A Hunter Fisherman
Arrows Fireball Hunter
P.E.K.K.A Fireball Hunter
P.E.K.K.A Hunter Fisherman
P.E.K.K.A Fireball The Log
P.E.K.K.A
P.E.K.K.A Hunter
P.E.K.K.A Arrows Fireball The Log
P.E.K.K.A Fireball Hunter
Fireball
Fireball Hunter P.E.K.K.A The Log Fisherman
Arrows Fireball Hunter P.E.K.K.A The Log
Arrows 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 Arrows The Log
Arrows Fireball The Log Fisherman
Arrows Fireball The Log
Arrows Fireball The Log
Fireball Arrows The Log
Arrows Fireball Hunter
Arrows The Log
Arrows Fireball The Log Hunter
Arrows Fireball The Log Fisherman
Fireball Fisherman
Arrows Fireball The Log Fisherman
Fireball Arrows
Fireball Hunter The Log Fisherman
Arrows Fireball Fisherman
Arrows Fireball The Log Fisherman
Arrows Fireball Hunter The Log
Arrows Fireball The Log
Arrows Fireball
Fisherman
Arrows Fireball Hunter The Log Fisherman
Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log Fisherman
Arrows Fireball The Log
Arrows The Log Fireball Hunter
Fisherman
Arrows Fireball The Log Hunter Fisherman
Fireball Arrows The Log Fisherman
Fireball Arrows The Log Fisherman
Arrows Fireball Hunter
Fireball
Fireball
Arrows Fireball Hunter The Log
Arrows Fireball
P.E.K.K.A
Arrows Fireball The Log
Fireball
Fireball Arrows Hunter
Arrows The Log Fireball
Fireball Hunter
Arrows The Log Fireball
Arrows Fireball
P.E.K.K.A
Fireball The Log
Fireball
Fireball The Log
P.E.K.K.A
Fireball

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