My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Wizard

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.

Elixir Golem Wizard Bowler P.E.K.K.A Fisherman

Offensive cards

Win conditions

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

Elixir Golem Royal Hogs

Damage spells

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

Rage

Punishments

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

Elixir Golem Royal Hogs

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.

Elixir Golem Royal Hogs 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.

Royal Hogs

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
Elixir Golem Royal Hogs Guards Fisherman
Giant Snowball
Royal Hogs Guards Fisherman
Zap
Royal Hogs Guards Fisherman
Barbarian Barrel
Elixir Golem Wizard Royal Hogs Guards
The Log
Elixir Golem Royal Hogs Guards Fisherman
Earthquake
Elixir Golem Royal Hogs Guards
Arrows
Royal Hogs Guards
Royal Delivery
Elixir Golem Wizard Royal Hogs Guards Bowler P.E.K.K.A Fisherman
Fireball
Elixir Golem Wizard Royal Hogs Bowler Fisherman
Poison
Elixir Golem Wizard Royal Hogs Guards Fisherman
Lightning
Wizard Bowler Fisherman
Rocket
Wizard Royal Hogs Bowler

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Wizard Bowler

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.

Elixir Golem Rage Guards Bowler 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Rage Elixir Golem Guards Fisherman Wizard Royal Hogs Bowler P.E.K.K.A

Shortest cycle

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

11 Rage Elixir Golem Guards Fisherman

Attack Synergies 1 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.

Elixir Golem
Rage Wizard Bowler
Wizard
Elixir Golem Royal Hogs Rage P.E.K.K.A
Royal Hogs
Wizard Guards Bowler Fisherman
Rage
Elixir Golem Wizard
Guards
Royal Hogs
Bowler
Elixir Golem Royal Hogs Fisherman
P.E.K.K.A
Wizard Fisherman
Fisherman
Royal Hogs Bowler P.E.K.K.A

Defense Synergies 1 3

Elixir Golem
Wizard
Guards P.E.K.K.A
Royal Hogs
Rage
Guards
Fisherman Wizard
Bowler
P.E.K.K.A
Wizard Fisherman
Fisherman
Guards 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.

Bowler Wizard
P.E.K.K.A Fisherman
Bowler P.E.K.K.A Fisherman
P.E.K.K.A Guards Bowler Fisherman
Bowler P.E.K.K.A
Bowler Guards
Wizard
Bowler P.E.K.K.A
P.E.K.K.A Fisherman
Guards Bowler Fisherman
Guards Wizard Bowler Fisherman
Wizard
Bowler P.E.K.K.A Wizard Guards
Wizard Bowler Guards P.E.K.K.A
P.E.K.K.A
Bowler P.E.K.K.A Fisherman
Wizard Bowler P.E.K.K.A Fisherman
Wizard Guards Bowler Fisherman
Wizard Guards Bowler Fisherman
P.E.K.K.A Fisherman
Wizard Bowler Guards 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 Bowler P.E.K.K.A Fisherman
Wizard Bowler Fisherman
Guards P.E.K.K.A Bowler Fisherman
Guards Bowler P.E.K.K.A Fisherman
P.E.K.K.A Guards Bowler Fisherman
Wizard
Guards P.E.K.K.A Bowler
P.E.K.K.A Fisherman
P.E.K.K.A
P.E.K.K.A Guards
P.E.K.K.A Guards Bowler
P.E.K.K.A Guards Bowler
Bowler P.E.K.K.A Wizard Guards
Wizard Bowler
Guards Bowler P.E.K.K.A Fisherman
Bowler Wizard P.E.K.K.A

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.)

Guards
Bowler Fisherman
Guards
Wizard Bowler
Wizard
Wizard Bowler
Wizard Bowler
Wizard Fisherman
Guards Bowler Fisherman
Wizard Bowler Fisherman
Wizard
Bowler Fisherman
Fisherman
Fisherman
Wizard Bowler
Wizard Bowler
Fisherman
Wizard Bowler Fisherman
Wizard Bowler
Bowler
Wizard
Bowler Fisherman
Wizard Bowler
Fisherman
Wizard Bowler Fisherman
Wizard Bowler Fisherman
Fisherman
Wizard
Wizard Guards
Bowler
Wizard
P.E.K.K.A
Wizard Bowler
Guards
Wizard
Wizard Bowler
Wizard Bowler
P.E.K.K.A
Guards Bowler
Bowler
P.E.K.K.A
Wizard Bowler

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