My Best Clash Royale Deck

Deck Check Rating

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

3 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Ice Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons P.E.K.K.A Ice Wizard Fisherman Goblinstein

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows Tornado

Punishments

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

Mortar

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.

Mortar 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 Fisherman
Giant Snowball
Skeletons Fisherman
Zap
Skeletons Mortar Fisherman
Barbarian Barrel
Skeletons Mortar Ice Wizard
The Log
Skeletons Fisherman
Earthquake
Skeletons Mortar
Arrows
Skeletons
Royal Delivery
Skeletons P.E.K.K.A Ice Wizard Fisherman
Fireball
Mortar Ice Wizard Fisherman
Poison
Mortar Ice Wizard Fisherman
Lightning
Mortar Ice Wizard Fisherman Goblinstein
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Tornado Ice Wizard

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.

Arrows Tornado P.E.K.K.A Ice Wizard

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 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.

Skeletons Arrows Tornado Ice Wizard Fisherman Mortar Goblinstein P.E.K.K.A

Shortest cycle

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

10 Skeletons Arrows Tornado Ice Wizard

Attack Synergies 2 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 Mortar
Mortar
Arrows Tornado
Tornado
P.E.K.K.A Mortar Ice Wizard
P.E.K.K.A
Arrows Tornado Ice Wizard Fisherman
Ice Wizard
Tornado P.E.K.K.A Fisherman
Fisherman
P.E.K.K.A Ice Wizard
Goblinstein

Defense Synergies 3 13

Skeletons
Fisherman Mortar Tornado P.E.K.K.A Ice Wizard
Arrows
Mortar Tornado P.E.K.K.A Ice Wizard
Mortar
Skeletons Arrows Tornado Ice Wizard
Tornado
P.E.K.K.A Ice Wizard Skeletons Arrows Mortar
P.E.K.K.A
Tornado Skeletons Arrows Ice Wizard Fisherman
Ice Wizard
Tornado Skeletons Arrows Mortar P.E.K.K.A Fisherman
Fisherman
Skeletons P.E.K.K.A Ice Wizard
Goblinstein

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.

Mortar
P.E.K.K.A Skeletons Mortar Ice Wizard Fisherman
Mortar Tornado P.E.K.K.A Fisherman Skeletons Ice Wizard
P.E.K.K.A Skeletons Mortar Ice Wizard Fisherman
Arrows Tornado P.E.K.K.A
Arrows Tornado Skeletons Ice Wizard
Tornado Arrows Mortar Ice Wizard
Arrows P.E.K.K.A
P.E.K.K.A Skeletons Mortar Tornado Ice Wizard Fisherman
Tornado Skeletons Ice Wizard Fisherman
Ice Wizard Skeletons Arrows Tornado Fisherman
Arrows Tornado Ice Wizard
Mortar P.E.K.K.A Skeletons Ice Wizard
Arrows Mortar Tornado P.E.K.K.A
P.E.K.K.A Mortar
Tornado Mortar P.E.K.K.A Fisherman
Skeletons Arrows Mortar Tornado P.E.K.K.A Fisherman
Arrows Mortar Tornado Ice Wizard Fisherman
Arrows Mortar Tornado Ice Wizard Fisherman
P.E.K.K.A Mortar Tornado Fisherman
Arrows P.E.K.K.A Fisherman

Counters to secondary win conditions

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

Skeletons P.E.K.K.A Fisherman
Arrows Mortar Fisherman
P.E.K.K.A Skeletons Fisherman
P.E.K.K.A Tornado Fisherman
P.E.K.K.A Skeletons Fisherman
Arrows Skeletons Tornado Ice Wizard
P.E.K.K.A Skeletons Ice Wizard
P.E.K.K.A Fisherman
P.E.K.K.A Skeletons Mortar Tornado
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Arrows Tornado
P.E.K.K.A Skeletons
Skeletons Mortar Tornado P.E.K.K.A Fisherman
Arrows P.E.K.K.A Ice Wizard
Arrows Mortar Ice 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 Mortar
Arrows Mortar Tornado Ice Wizard Fisherman
Arrows
Arrows
Arrows Mortar
Arrows Tornado Ice Wizard
Arrows Mortar Tornado
Arrows Tornado Ice Wizard
Arrows Mortar Tornado Fisherman
Tornado Fisherman
Arrows Mortar Tornado Fisherman
Arrows Tornado
Mortar Fisherman
Arrows Mortar Fisherman
Arrows Mortar Fisherman
Arrows Mortar
Arrows Mortar
Arrows Mortar Tornado
Fisherman
Arrows Mortar Fisherman
Arrows Mortar Tornado
Arrows Tornado
Tornado Fisherman
Arrows Mortar
Arrows Tornado Mortar Ice Wizard
Fisherman
Arrows Mortar Tornado Ice Wizard Fisherman
Arrows Mortar Tornado Fisherman
Arrows Mortar Tornado Fisherman
Arrows Tornado Ice Wizard
Arrows Mortar
Arrows
P.E.K.K.A
Arrows
Arrows Tornado Ice Wizard
Arrows
Arrows Mortar
Arrows Tornado
P.E.K.K.A
Tornado
Tornado
Mortar Tornado
P.E.K.K.A
Mortar

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: