My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Electro Dragon Magic Archer

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.

Electro Dragon P.E.K.K.A Electro Giant Fisherman Magic Archer

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Missing

Punishments

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

Mini P.E.K.K.A Electro Giant

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.

Mini P.E.K.K.A P.E.K.K.A Electro Giant Magic Archer

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.

Mini P.E.K.K.A Electro Dragon Magic Archer

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
Minions Clone Fisherman
Giant Snowball
Minions Clone Electro Dragon Fisherman
Zap
Minions Clone Fisherman
Barbarian Barrel
Clone Magic Archer
The Log
Mini P.E.K.K.A Clone Fisherman
Earthquake
Clone
Arrows
Minions Clone
Royal Delivery
Minions Mini P.E.K.K.A Clone Electro Dragon P.E.K.K.A Fisherman Magic Archer
Fireball
Minions Clone Electro Dragon Fisherman Magic Archer
Poison
Minions Clone Electro Dragon Fisherman Magic Archer
Lightning
Mini P.E.K.K.A Electro Dragon Fisherman Magic Archer
Rocket
Electro Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon Electro Giant Magic Archer

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.

Mini P.E.K.K.A Clone P.E.K.K.A Electro Giant

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.

Minions

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.

Minions Clone Fisherman Mini P.E.K.K.A Magic Archer Electro Dragon P.E.K.K.A Electro Giant

Shortest cycle

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

13 Minions Clone Fisherman Mini P.E.K.K.A

Attack Synergies 1 12

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.

Minions
Mini P.E.K.K.A Clone P.E.K.K.A Fisherman
Mini P.E.K.K.A
Minions Electro Giant Magic Archer
Clone
Minions Magic Archer
Electro Dragon
P.E.K.K.A Fisherman Magic Archer
P.E.K.K.A
Magic Archer Minions Electro Dragon Fisherman
Electro Giant
Mini P.E.K.K.A Fisherman
Fisherman
Minions Electro Dragon P.E.K.K.A Electro Giant
Magic Archer
P.E.K.K.A Mini P.E.K.K.A Clone Electro Dragon

Defense Synergies 0 10

Minions
P.E.K.K.A Fisherman
Mini P.E.K.K.A
Electro Dragon Electro Giant Fisherman Magic Archer
Clone
Electro Dragon
Mini P.E.K.K.A Fisherman
P.E.K.K.A
Minions Fisherman
Electro Giant
Mini P.E.K.K.A Fisherman
Fisherman
Minions Mini P.E.K.K.A Electro Dragon P.E.K.K.A Electro Giant Magic Archer
Magic Archer
Mini P.E.K.K.A 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.

Minions Electro Dragon Magic Archer
Mini P.E.K.K.A P.E.K.K.A Minions Electro Dragon Fisherman
Mini P.E.K.K.A P.E.K.K.A Fisherman Minions Electro Dragon
Mini P.E.K.K.A P.E.K.K.A Minions Electro Dragon Fisherman
Mini P.E.K.K.A P.E.K.K.A
Minions Electro Dragon Magic Archer
Minions Electro Dragon Magic Archer
Electro Dragon P.E.K.K.A Electro Giant Magic Archer
Mini P.E.K.K.A P.E.K.K.A Minions Fisherman
Mini P.E.K.K.A Fisherman
Minions Electro Dragon Electro Giant Fisherman Magic Archer
Minions Electro Dragon Magic Archer
Mini P.E.K.K.A P.E.K.K.A Minions Electro Dragon
Minions Mini P.E.K.K.A Electro Dragon P.E.K.K.A Magic Archer
Mini P.E.K.K.A P.E.K.K.A
Mini P.E.K.K.A P.E.K.K.A Electro Giant Fisherman
Minions Mini P.E.K.K.A Electro Dragon P.E.K.K.A Fisherman
Minions Electro Dragon Fisherman Magic Archer
Minions Electro Dragon Fisherman Magic Archer
Mini P.E.K.K.A P.E.K.K.A Fisherman
Minions Mini P.E.K.K.A Electro Dragon P.E.K.K.A Electro Giant Fisherman
P.E.K.K.A Mini P.E.K.K.A

Counters to secondary win conditions

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

Mini P.E.K.K.A P.E.K.K.A Electro Giant Fisherman
Mini P.E.K.K.A Electro Dragon Fisherman Magic Archer
P.E.K.K.A Minions Mini P.E.K.K.A Electro Dragon Fisherman
Mini P.E.K.K.A P.E.K.K.A Fisherman
P.E.K.K.A Mini P.E.K.K.A Fisherman
Electro Giant Minions Electro Dragon Magic Archer
Mini P.E.K.K.A P.E.K.K.A Minions
Mini P.E.K.K.A P.E.K.K.A Fisherman
Electro Dragon P.E.K.K.A Minions Mini P.E.K.K.A Magic Archer
P.E.K.K.A
P.E.K.K.A Minions Mini P.E.K.K.A Electro Dragon
P.E.K.K.A Electro Giant
Mini P.E.K.K.A P.E.K.K.A
Electro Dragon Electro Giant Magic Archer
Electro Dragon Electro Giant Minions Mini P.E.K.K.A P.E.K.K.A Fisherman Magic Archer
Minions Mini P.E.K.K.A Electro Dragon P.E.K.K.A Electro Giant Magic Archer

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.)

Magic Archer Electro Dragon
Electro Dragon Fisherman Magic Archer
Electro Dragon Magic Archer
Magic Archer
Electro Giant Minions Electro Dragon Magic Archer
Magic Archer
Electro Dragon Magic Archer
Electro Dragon Fisherman
Minions Mini P.E.K.K.A Electro Dragon Fisherman
Electro Dragon Fisherman Magic Archer
Electro Dragon Magic Archer
Fisherman Magic Archer
Minions Electro Dragon Fisherman Magic Archer
Fisherman Magic Archer
Electro Dragon Magic Archer
Magic Archer Electro Dragon
Minions Mini P.E.K.K.A Fisherman
Mini P.E.K.K.A Electro Dragon Fisherman Magic Archer
Electro Dragon Electro Giant Magic Archer
Minions Magic Archer
Fisherman
Electro Dragon
Electro Giant Electro Dragon Magic Archer
Fisherman
Electro Dragon Fisherman Magic Archer
Electro Dragon Fisherman Magic Archer
Fisherman Magic Archer
Electro Dragon Electro Giant Magic Archer
Electro Dragon Minions Electro Giant
Mini P.E.K.K.A
Electro Dragon Magic Archer
Electro Dragon Magic Archer
P.E.K.K.A
Magic Archer
Minions Electro Dragon Magic Archer
Electro Dragon Magic Archer
Mini P.E.K.K.A Electro Dragon Magic Archer
Electro Dragon Magic Archer
Electro Giant
Electro Dragon P.E.K.K.A
Electro Dragon Electro Giant Minions Magic Archer
Electro Dragon Magic Archer
Electro Dragon Electro Giant Magic Archer
P.E.K.K.A
Electro Dragon

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: