My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Archers

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.

Ice Spirit Archers Skeleton Barrel P.E.K.K.A Fisherman Skeleton King

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Arrows Fireball

Punishments

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

Skeleton Barrel

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.

Ice Spirit Skeleton Barrel P.E.K.K.A Skeleton King

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.

Skeleton Barrel

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 Skeleton Barrel Fisherman Skeleton King
Giant Snowball
Archers Skeleton Barrel Fisherman Skeleton King
Zap
Archers Skeleton Barrel Fisherman Skeleton King
Barbarian Barrel
Ice Spirit Archers Skeleton Barrel Skeleton King
The Log
Ice Spirit Archers Skeleton Barrel Fisherman Skeleton King
Earthquake
Archers Skeleton King
Arrows
Ice Spirit Archers Skeleton Barrel Skeleton King
Royal Delivery
Ice Spirit Archers Skeleton Barrel P.E.K.K.A Fisherman Skeleton King
Fireball
Archers Skeleton Barrel Fisherman Skeleton King
Poison
Archers Skeleton Barrel Fisherman Skeleton King
Lightning
Fisherman Skeleton King
Rocket
Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Fireball Skeleton King

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Ice Spirit Arrows Skeleton Barrel 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.

Ice Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Archers Arrows Skeleton Barrel Fisherman Fireball Skeleton King P.E.K.K.A

Shortest cycle

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

10 Ice Spirit Archers Arrows Skeleton Barrel

Attack Synergies 5 11

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.

Ice Spirit
P.E.K.K.A Archers Skeleton Barrel Fisherman
Archers
Ice Spirit Arrows Skeleton Barrel P.E.K.K.A Fisherman
Arrows
Fireball P.E.K.K.A Archers Skeleton Barrel
Skeleton Barrel
Fireball Skeleton King Ice Spirit Archers Arrows Fisherman
Fireball
Arrows Skeleton Barrel Skeleton King
P.E.K.K.A
Ice Spirit Arrows Archers Fisherman
Fisherman
Ice Spirit Archers Skeleton Barrel P.E.K.K.A
Skeleton King
Skeleton Barrel Fireball

Defense Synergies 0 12

Ice Spirit
Archers Fireball P.E.K.K.A Fisherman
Archers
Ice Spirit P.E.K.K.A Fisherman Skeleton King
Arrows
Fireball P.E.K.K.A
Skeleton Barrel
Fireball
Fireball
Ice Spirit Arrows Skeleton Barrel
P.E.K.K.A
Ice Spirit Archers Arrows Fisherman
Fisherman
Ice Spirit Archers P.E.K.K.A Skeleton King
Skeleton King
Archers Fisherman

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.

Skeleton Barrel Fireball
P.E.K.K.A Ice Spirit Fisherman
P.E.K.K.A Fisherman Archers
P.E.K.K.A Fisherman Skeleton King
Arrows Fireball P.E.K.K.A
Arrows Fireball Archers
Ice Spirit Archers Arrows Fireball
Arrows Skeleton Barrel Fireball P.E.K.K.A
P.E.K.K.A Fisherman Skeleton King
Ice Spirit Archers Fisherman
Archers Arrows Fireball Fisherman Skeleton King
Arrows Archers Fireball
P.E.K.K.A Ice Spirit Fireball
Fireball Ice Spirit Arrows P.E.K.K.A Skeleton King
P.E.K.K.A Skeleton King
Ice Spirit Fireball P.E.K.K.A Fisherman
Arrows Fireball P.E.K.K.A Fisherman
Ice Spirit Arrows Fireball Archers Fisherman
Arrows Ice Spirit Archers Fireball Fisherman
P.E.K.K.A Fisherman
Archers Arrows Fireball P.E.K.K.A Fisherman
P.E.K.K.A

Counters to secondary win conditions

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

Archers Fireball P.E.K.K.A Fisherman
Fireball Archers Arrows Skeleton Barrel Fisherman
P.E.K.K.A Ice Spirit Fisherman
P.E.K.K.A Fireball Fisherman
P.E.K.K.A Fisherman
Arrows Fireball Ice Spirit Archers Skeleton Barrel
P.E.K.K.A Archers Fireball
P.E.K.K.A Fisherman
P.E.K.K.A Ice Spirit Fireball
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Arrows Fireball
P.E.K.K.A Fireball Skeleton King
Archers Fireball
Ice Spirit Archers Fireball P.E.K.K.A Fisherman Skeleton King
Arrows Archers Fireball P.E.K.K.A Skeleton King
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.)

Skeleton Barrel Fireball Arrows
Arrows Fireball Skeleton Barrel Fisherman
Arrows Skeleton Barrel Fireball
Arrows Skeleton Barrel Fireball
Fireball Arrows
Arrows Fireball Ice Spirit Skeleton Barrel
Archers Arrows
Arrows Fireball Ice Spirit Skeleton Barrel
Arrows Fireball Skeleton Barrel Fisherman
Fireball Fisherman
Arrows Skeleton Barrel Fireball Fisherman
Fireball Archers Arrows
Skeleton Barrel Fireball Fisherman
Arrows Skeleton Barrel Fireball Fisherman
Arrows Skeleton Barrel Fireball Fisherman
Arrows Skeleton Barrel Fireball
Arrows Skeleton Barrel Fireball
Arrows Fireball
Fisherman
Archers Arrows Skeleton Barrel Fireball Fisherman
Arrows Skeleton Barrel Fireball
Fireball
Arrows Fireball
Fisherman
Arrows Skeleton Barrel Fireball
Arrows Ice Spirit Fireball
Fisherman
Arrows Fireball Skeleton Barrel Fisherman
Fireball Arrows Skeleton Barrel Fisherman
Fireball Arrows Skeleton Barrel Fisherman
Archers Arrows Fireball
Ice Spirit Skeleton Barrel Fireball
Fireball
Arrows Fireball
Ice Spirit Arrows Fireball
P.E.K.K.A
Arrows Fireball
Skeleton Barrel Ice Spirit Archers Fireball
Fireball Archers Arrows
Arrows Fireball
Fireball
Arrows Skeleton Barrel Fireball Skeleton King
Arrows Fireball
P.E.K.K.A
Ice Spirit Fireball Skeleton King
Fireball
Skeleton Barrel Fireball
P.E.K.K.A
Fireball

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