My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings 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!
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.

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.

Skeletons Archers Knight Battle Ram P.E.K.K.A Fisherman

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball The Log

Punishments

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

Battle Ram

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.

Knight Battle Ram 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
Skeletons Archers Battle Ram Fisherman
Giant Snowball
Skeletons Archers Battle Ram Fisherman
Zap
Skeletons Archers Battle Ram Fisherman
Barbarian Barrel
Skeletons Archers Knight Battle Ram
The Log
Skeletons Archers Battle Ram Fisherman
Earthquake
Skeletons Archers
Arrows
Skeletons Archers
Royal Delivery
Skeletons Archers Knight Battle Ram P.E.K.K.A Fisherman
Fireball
Archers Battle Ram Fisherman
Poison
Archers Fisherman
Lightning
Knight Battle Ram Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Knight Battle Ram 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Archers Knight Fisherman Fireball Battle Ram P.E.K.K.A

Shortest cycle

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

9 Skeletons The Log Archers Knight

Attack Synergies 3 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.

Skeletons
Archers
Knight Battle Ram P.E.K.K.A Fisherman
Knight
Archers Battle Ram Fireball The Log
Fireball
Knight Battle Ram The Log
Battle Ram
Knight The Log Archers Fireball P.E.K.K.A
P.E.K.K.A
Archers Battle Ram The Log Fisherman
The Log
Battle Ram Knight Fireball P.E.K.K.A Fisherman
Fisherman
Archers P.E.K.K.A The Log

Defense Synergies 4 12

Skeletons
Fisherman Archers Knight P.E.K.K.A The Log
Archers
Knight Skeletons P.E.K.K.A The Log Fisherman
Knight
Archers Skeletons Fireball The Log Fisherman
Fireball
The Log Knight
Battle Ram
P.E.K.K.A
The Log Skeletons Archers Fisherman
The Log
Fireball P.E.K.K.A Skeletons Archers Knight Fisherman
Fisherman
Skeletons Archers Knight 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.

Knight Fireball The Log
P.E.K.K.A Skeletons Knight The Log Fisherman
P.E.K.K.A Fisherman Skeletons Archers Knight
P.E.K.K.A Skeletons Knight Fisherman
Fireball P.E.K.K.A The Log
Fireball The Log Skeletons Archers
Archers Fireball
Fireball P.E.K.K.A The Log
P.E.K.K.A Skeletons Fisherman
Knight Skeletons Archers Fisherman
Archers Skeletons Knight Fireball The Log Fisherman
Archers Fireball
P.E.K.K.A Skeletons Knight Fireball The Log
Fireball P.E.K.K.A The Log
P.E.K.K.A Knight
Fireball P.E.K.K.A The Log Fisherman
Skeletons Knight Fireball P.E.K.K.A Fisherman
Fireball Archers Knight The Log Fisherman
The Log Archers Knight Fireball Fisherman
P.E.K.K.A Fisherman
Archers Knight Fireball P.E.K.K.A The Log Fisherman

Counters to secondary win conditions

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

Knight Skeletons Archers Fireball P.E.K.K.A Fisherman
Fireball Archers Knight The Log Fisherman
P.E.K.K.A Skeletons Knight The Log Fisherman
P.E.K.K.A Knight Fireball The Log Fisherman
P.E.K.K.A Skeletons Knight Fisherman
Fireball Skeletons Archers
P.E.K.K.A Skeletons Archers Knight Fireball
P.E.K.K.A Knight Fisherman
P.E.K.K.A Skeletons Knight Fireball The Log
P.E.K.K.A Skeletons
P.E.K.K.A Knight
P.E.K.K.A Fireball The Log
P.E.K.K.A Skeletons Knight Fireball
Archers Fireball
Skeletons Archers Knight Fireball P.E.K.K.A The Log Fisherman
Archers Fireball P.E.K.K.A The Log
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 Knight The Log
Fireball The Log Fisherman
Fireball The Log
Knight Fireball The Log
Fireball The Log
Fireball
Archers The Log
Fireball The Log
Fireball The Log Fisherman
Fireball Fisherman
Knight Fireball The Log Fisherman
Fireball Archers
Knight Fireball The Log Fisherman
Fireball Fisherman
Fireball The Log Fisherman
Fireball The Log
Fireball The Log
Fireball
Fisherman
Archers Fireball The Log Fisherman
Fireball The Log
Fireball The Log
Fireball
The Log Fisherman
Fireball The Log
The Log Fireball
Fisherman
Fireball The Log Fisherman
Fireball The Log Fisherman
Fireball The Log Fisherman
Archers Fireball
Fireball
Fireball
Fireball The Log
Fireball
P.E.K.K.A
Fireball The Log
Archers Fireball
Fireball Archers
The Log Fireball
Fireball Knight
The Log Fireball
Fireball
P.E.K.K.A
Fireball The Log
Fireball
Fireball The Log
P.E.K.K.A
Fireball

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