My Best Clash Royale Deck

Deck Check Rating

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

4 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 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 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.

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.

Bomber Electro Dragon P.E.K.K.A Fisherman 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 Lightning

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

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.

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows 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.

Arrows Rage P.E.K.K.A

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 Fisherman Electro Dragon Goblinstein Lightning P.E.K.K.A

Shortest cycle

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

10 Bomber Rage Arrows Fisherman

Attack Synergies 1 6

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
Arrows
P.E.K.K.A Lightning
Rage
Electro Dragon
Electro Dragon
Rage P.E.K.K.A Fisherman
Lightning
Arrows
P.E.K.K.A
Arrows Bomber Electro Dragon Fisherman
Fisherman
Electro Dragon P.E.K.K.A
Goblinstein

Defense Synergies 0 6

Bomber
P.E.K.K.A Fisherman
Arrows
Lightning P.E.K.K.A
Rage
Electro Dragon
Fisherman
Lightning
Arrows
P.E.K.K.A
Bomber Arrows Fisherman
Fisherman
Bomber Electro Dragon 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.

Lightning Bomber Electro Dragon
P.E.K.K.A Electro Dragon Fisherman
P.E.K.K.A Fisherman Bomber Electro Dragon Lightning
P.E.K.K.A Electro Dragon Fisherman
Lightning Bomber Arrows P.E.K.K.A
Arrows Bomber Electro Dragon
Lightning Arrows Electro Dragon
Lightning Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A Fisherman
Bomber Fisherman
Bomber Arrows Electro Dragon Fisherman
Arrows Electro Dragon
P.E.K.K.A Bomber Electro Dragon Lightning
Bomber Arrows Electro Dragon P.E.K.K.A
P.E.K.K.A
Lightning P.E.K.K.A Fisherman
Bomber Arrows Electro Dragon P.E.K.K.A Fisherman
Arrows Bomber Electro Dragon Fisherman
Arrows Bomber Electro Dragon Fisherman
P.E.K.K.A Fisherman
Bomber Arrows 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.

P.E.K.K.A Fisherman
Bomber Arrows Electro Dragon Lightning Fisherman
P.E.K.K.A Electro Dragon Lightning Fisherman
Lightning P.E.K.K.A Fisherman
P.E.K.K.A Fisherman
Arrows Electro Dragon
P.E.K.K.A Lightning
P.E.K.K.A Fisherman
Electro Dragon Lightning P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Electro Dragon
Lightning P.E.K.K.A Arrows
Lightning P.E.K.K.A
Bomber Electro Dragon
Electro Dragon Bomber Lightning P.E.K.K.A Fisherman
Arrows Bomber Electro Dragon P.E.K.K.A
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.)

Lightning Arrows Electro Dragon
Arrows Electro Dragon Fisherman
Lightning Arrows Electro Dragon
Lightning Arrows
Bomber Arrows
Arrows Electro Dragon
Bomber Arrows
Arrows Electro Dragon Lightning
Arrows Electro Dragon Lightning Fisherman
Lightning Electro Dragon Fisherman
Lightning Arrows Electro Dragon Fisherman
Lightning Arrows Electro Dragon
Lightning Fisherman
Lightning Arrows Electro Dragon Fisherman
Lightning Arrows Fisherman
Lightning Bomber Arrows Electro Dragon
Lightning Arrows Electro Dragon
Lightning Arrows
Bomber Lightning Fisherman
Lightning Bomber Arrows Electro Dragon Fisherman
Lightning Bomber Arrows Electro Dragon
Lightning
Lightning Arrows
Lightning Fisherman
Lightning Arrows Electro Dragon
Arrows Bomber Electro Dragon
Fisherman
Arrows Electro Dragon Lightning Fisherman
Lightning Arrows Electro Dragon Fisherman
Lightning Arrows Fisherman
Lightning Arrows Electro Dragon
Electro Dragon Lightning
Lightning
Lightning Bomber Arrows Electro Dragon
Lightning Arrows Electro Dragon
P.E.K.K.A
Arrows Lightning
Lightning Electro Dragon
Lightning Arrows Electro Dragon
Arrows
Lightning Electro Dragon
Arrows Bomber Electro Dragon Lightning
Lightning Arrows
Electro Dragon P.E.K.K.A
Electro Dragon Lightning
Electro Dragon Lightning
Electro Dragon Lightning
P.E.K.K.A
Lightning Electro Dragon

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