My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Dart Goblin Electro 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.

Skeletons Knight Elixir Golem P.E.K.K.A Fisherman Electro Wizard

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Arrows

Punishments

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

Elixir Golem

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.

Knight Dart Goblin Elixir Golem 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 Wizard

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 Elixir Golem Fisherman
Giant Snowball
Skeletons Dart Goblin Fisherman
Zap
Skeletons Dart Goblin Fisherman
Barbarian Barrel
Skeletons Knight Dart Goblin Elixir Golem Electro Wizard
The Log
Skeletons Dart Goblin Elixir Golem Fisherman
Earthquake
Skeletons Elixir Golem
Arrows
Skeletons Dart Goblin
Royal Delivery
Skeletons Knight Dart Goblin Elixir Golem P.E.K.K.A Fisherman Electro Wizard
Fireball
Dart Goblin Elixir Golem Fisherman Electro Wizard
Poison
Dart Goblin Elixir Golem Fisherman Electro Wizard
Lightning
Knight Fisherman Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows

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 Knight Elixir Golem 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.

Dart Goblin Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Arrows Knight Dart Goblin Elixir Golem Fisherman Electro Wizard P.E.K.K.A

Shortest cycle

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

10 Skeletons Arrows Knight Dart Goblin

Attack Synergies 3 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.

Skeletons
Arrows
P.E.K.K.A Knight Elixir Golem
Knight
Dart Goblin Arrows Electro Wizard
Dart Goblin
Knight Elixir Golem P.E.K.K.A
Elixir Golem
Arrows Dart Goblin
P.E.K.K.A
Arrows Electro Wizard Dart Goblin Fisherman
Fisherman
P.E.K.K.A
Electro Wizard
P.E.K.K.A Knight

Defense Synergies 4 11

Skeletons
Dart Goblin Fisherman Knight P.E.K.K.A Electro Wizard
Arrows
Knight P.E.K.K.A
Knight
Dart Goblin Electro Wizard Skeletons Arrows Fisherman
Dart Goblin
Skeletons Knight P.E.K.K.A Fisherman Electro Wizard
Elixir Golem
P.E.K.K.A
Skeletons Arrows Dart Goblin Fisherman Electro Wizard
Fisherman
Skeletons Knight Dart Goblin P.E.K.K.A
Electro Wizard
Knight Skeletons Dart Goblin 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.

Knight Dart Goblin Electro Wizard
P.E.K.K.A Skeletons Knight Dart Goblin Fisherman Electro Wizard
P.E.K.K.A Fisherman Skeletons Knight Dart Goblin Electro Wizard
P.E.K.K.A Skeletons Knight Dart Goblin Fisherman Electro Wizard
Arrows P.E.K.K.A
Arrows Skeletons Dart Goblin Electro Wizard
Dart Goblin Electro Wizard Arrows
Arrows Dart Goblin P.E.K.K.A Electro Wizard
P.E.K.K.A Skeletons Fisherman
Knight Skeletons Dart Goblin Fisherman Electro Wizard
Dart Goblin Electro Wizard Skeletons Arrows Knight Fisherman
Arrows Dart Goblin Electro Wizard
P.E.K.K.A Skeletons Knight Electro Wizard
Arrows Dart Goblin P.E.K.K.A Electro Wizard
P.E.K.K.A Knight Electro Wizard
P.E.K.K.A Fisherman Electro Wizard
Skeletons Arrows Knight P.E.K.K.A Fisherman Electro Wizard
Arrows Knight Dart Goblin Fisherman Electro Wizard
Arrows Knight Dart Goblin Fisherman Electro Wizard
P.E.K.K.A Dart Goblin Fisherman Electro Wizard
Arrows Knight Dart Goblin P.E.K.K.A Fisherman Electro Wizard
P.E.K.K.A Fisherman

Counters to secondary win conditions

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

Knight Skeletons P.E.K.K.A Fisherman Electro Wizard
Electro Wizard Arrows Knight Fisherman
P.E.K.K.A Skeletons Knight Fisherman Electro Wizard
P.E.K.K.A Knight Fisherman Electro Wizard
P.E.K.K.A Skeletons Knight Fisherman
Arrows Skeletons Dart Goblin Electro Wizard
P.E.K.K.A Skeletons Knight Dart Goblin Electro Wizard
P.E.K.K.A Knight Fisherman
P.E.K.K.A Electro Wizard Skeletons Knight
P.E.K.K.A Skeletons Dart Goblin
P.E.K.K.A Knight Dart Goblin
P.E.K.K.A Arrows Electro Wizard
P.E.K.K.A Skeletons Knight
Dart Goblin
Electro Wizard Skeletons Knight Dart Goblin P.E.K.K.A Fisherman
Arrows Dart Goblin P.E.K.K.A Electro Wizard
Arrows Electro Wizard

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.)

Arrows Knight Dart Goblin
Arrows Dart Goblin Fisherman Electro Wizard
Arrows Dart Goblin
Arrows Knight Dart Goblin
Arrows
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin
Arrows Dart Goblin Fisherman
Fisherman Electro Wizard
Arrows Knight Dart Goblin Fisherman Electro Wizard
Arrows Dart Goblin
Knight Dart Goblin Fisherman
Arrows Dart Goblin Fisherman
Arrows Dart Goblin Fisherman
Arrows Dart Goblin
Arrows Dart Goblin
Arrows
Fisherman
Arrows Dart Goblin Fisherman Electro Wizard
Arrows Dart Goblin
Arrows
Fisherman
Arrows
Arrows
Fisherman
Arrows Dart Goblin Fisherman Electro Wizard
Arrows Fisherman
Arrows Dart Goblin Fisherman
Arrows Dart Goblin Electro Wizard
Electro Wizard Dart Goblin
Arrows Dart Goblin
Arrows Electro Wizard
P.E.K.K.A
Arrows
Electro Wizard Dart Goblin
Arrows Dart Goblin Electro Wizard
Arrows
Knight Dart Goblin Electro Wizard
Arrows Dart Goblin
Arrows
Dart Goblin P.E.K.K.A
Dart Goblin Electro Wizard
Dart Goblin Electro Wizard
Dart Goblin Electro Wizard
P.E.K.K.A
Dart Goblin
Fisherman

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