My Best Clash Royale Deck

Deck Check Rating

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

5 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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!
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 No anti-air splash!

You don't have a card, that attacks air and has splash 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Missing

Defensive buildings

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

Cannon

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 Fisherman Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

Rage The Log

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.

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 Skeleton Army Fisherman
Giant Snowball
Skeletons Cannon Skeleton Army Fisherman
Zap
Skeletons Cannon Skeleton Army Fisherman
Barbarian Barrel
Skeletons Cannon Skeleton Army
The Log
Skeletons Cannon Skeleton Army Fisherman
Earthquake
Skeletons Cannon Skeleton Army
Arrows
Skeletons Skeleton Army
Royal Delivery
Skeletons Skeleton Army P.E.K.K.A Fisherman
Fireball
Cannon Skeleton Army Fisherman
Poison
Cannon Skeleton Army Fisherman
Lightning
Cannon Fisherman Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

The Log

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.

Rage Skeleton Army 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.

Skeleton Army

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 Rage The Log Cannon Skeleton Army Fisherman Goblinstein P.E.K.K.A

Shortest cycle

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

8 Skeletons Rage The Log Cannon

Attack Synergies 0 3

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
Cannon
Rage
Skeleton Army
P.E.K.K.A
The Log Fisherman
The Log
P.E.K.K.A Fisherman
Fisherman
P.E.K.K.A The Log
Goblinstein

Defense Synergies 4 6

Skeletons
Cannon Fisherman P.E.K.K.A The Log
Cannon
Skeletons The Log Skeleton Army
Rage
Skeleton Army
Cannon The Log
P.E.K.K.A
The Log Skeletons Fisherman
The Log
Cannon P.E.K.K.A Skeletons Skeleton Army Fisherman
Fisherman
Skeletons P.E.K.K.A The Log
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.

Cannon The Log
Skeleton Army P.E.K.K.A Skeletons Cannon The Log Fisherman
Cannon Skeleton Army P.E.K.K.A Fisherman Skeletons
Cannon Skeleton Army P.E.K.K.A Skeletons Fisherman
Skeleton Army P.E.K.K.A The Log
Skeleton Army The Log Skeletons Cannon
Cannon
Cannon P.E.K.K.A The Log
Cannon P.E.K.K.A Skeletons Skeleton Army Fisherman
Skeleton Army Skeletons Cannon Fisherman
Skeleton Army Skeletons Cannon The Log Fisherman
Cannon Skeleton Army P.E.K.K.A Skeletons The Log
Skeleton Army Cannon P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Cannon
Skeleton Army Cannon P.E.K.K.A The Log Fisherman
Skeletons Cannon Skeleton Army P.E.K.K.A Fisherman
Cannon Skeleton Army The Log Fisherman
The Log Cannon Fisherman
P.E.K.K.A Cannon Fisherman
Skeleton Army Cannon P.E.K.K.A The Log Fisherman
P.E.K.K.A Cannon

Counters to secondary win conditions

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

Skeleton Army Skeletons P.E.K.K.A Fisherman
The Log Fisherman
Skeleton Army P.E.K.K.A Skeletons The Log Fisherman
Skeleton Army P.E.K.K.A The Log Fisherman
P.E.K.K.A Skeletons Cannon Skeleton Army Fisherman
Skeletons
Skeleton Army P.E.K.K.A Skeletons
P.E.K.K.A Skeleton Army Fisherman
P.E.K.K.A Skeletons Skeleton Army The Log
P.E.K.K.A Skeletons Cannon Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A The Log
Skeleton Army P.E.K.K.A Skeletons Cannon
Cannon Skeleton Army
Skeleton Army Skeletons P.E.K.K.A The Log Fisherman
Cannon P.E.K.K.A The Log
Cannon

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.)

The Log
The Log Fisherman
The Log
The Log
The Log
The Log
The Log
The Log Fisherman
Fisherman
The Log Fisherman
The Log Fisherman
Fisherman
The Log Fisherman
The Log
The Log
Fisherman
The Log Fisherman
The Log
The Log
The Log Fisherman
The Log
The Log
Fisherman
The Log Fisherman
The Log Fisherman
The Log Fisherman
The Log
P.E.K.K.A
The Log
Skeleton Army
The Log
The Log
P.E.K.K.A
The Log
The Log
P.E.K.K.A

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