My Best Clash Royale Deck

Deck Check Rating

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

4 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 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!

Similar decks

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.

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 Ice Spirit 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.

Arrows 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.

Electro Spirit Ice Spirit 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 Spirit

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 Fisherman
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit
The Log
Skeletons Electro Spirit Ice Spirit Fisherman
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Ice Spirit
Royal Delivery
Skeletons Electro Spirit Ice Spirit P.E.K.K.A Fisherman
Fireball
Fisherman
Poison
Fisherman
Lightning
Fisherman Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Arrows 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.

Electro Spirit Ice Spirit Arrows 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.

Ice Spirit

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Ice Spirit The Log Arrows Fisherman Goblinstein P.E.K.K.A

Shortest cycle

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

5 Skeletons Electro Spirit Ice Spirit The Log

Attack Synergies 2 5

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
Electro Spirit
P.E.K.K.A
Ice Spirit
P.E.K.K.A Fisherman
Arrows
P.E.K.K.A
P.E.K.K.A
Ice Spirit Arrows Electro Spirit The Log Fisherman
The Log
P.E.K.K.A Fisherman
Fisherman
Ice Spirit P.E.K.K.A The Log
Goblinstein

Defense Synergies 2 12

Skeletons
Fisherman Electro Spirit Ice Spirit P.E.K.K.A The Log
Electro Spirit
Skeletons The Log Fisherman
Ice Spirit
Skeletons P.E.K.K.A The Log Fisherman
Arrows
P.E.K.K.A
P.E.K.K.A
The Log Skeletons Ice Spirit Arrows Fisherman
The Log
P.E.K.K.A Skeletons Electro Spirit Ice Spirit Fisherman
Fisherman
Skeletons Electro Spirit Ice Spirit 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.

The Log
P.E.K.K.A Skeletons Ice Spirit The Log Fisherman
P.E.K.K.A Fisherman Skeletons
P.E.K.K.A Skeletons Fisherman
Arrows P.E.K.K.A The Log
Arrows The Log Skeletons Electro Spirit
Electro Spirit Ice Spirit Arrows
Electro Spirit Arrows P.E.K.K.A The Log
P.E.K.K.A Skeletons Fisherman
Skeletons Ice Spirit Fisherman
Skeletons Electro Spirit Arrows The Log Fisherman
Arrows
P.E.K.K.A Skeletons Ice Spirit The Log
Electro Spirit Ice Spirit Arrows P.E.K.K.A The Log
P.E.K.K.A
Ice Spirit P.E.K.K.A The Log Fisherman
Skeletons Arrows P.E.K.K.A Fisherman
Ice Spirit Arrows Electro Spirit The Log Fisherman
Arrows The Log Electro Spirit Ice Spirit Fisherman
P.E.K.K.A Fisherman
Electro Spirit Arrows P.E.K.K.A The Log Fisherman
P.E.K.K.A

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 The Log Fisherman
P.E.K.K.A Skeletons Ice Spirit The Log Fisherman
P.E.K.K.A The Log Fisherman
P.E.K.K.A Skeletons Fisherman
Arrows Skeletons Electro Spirit Ice Spirit
P.E.K.K.A Skeletons
P.E.K.K.A Fisherman
P.E.K.K.A Skeletons Electro Spirit Ice Spirit The Log
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Arrows The Log
P.E.K.K.A Skeletons
Skeletons Electro Spirit Ice Spirit P.E.K.K.A The Log Fisherman
Arrows Electro Spirit P.E.K.K.A The Log
Electro Spirit Arrows

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 The Log
Arrows The Log Fisherman
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Electro Spirit Ice Spirit
Arrows The Log
Arrows The Log Ice Spirit
Arrows The Log Fisherman
Fisherman
Arrows The Log Fisherman
Arrows
The Log Fisherman
Arrows Fisherman
Arrows The Log Fisherman
Arrows The Log
Arrows The Log
Arrows
Fisherman
Arrows The Log Fisherman
Arrows The Log
The Log
Arrows
The Log Fisherman
Arrows The Log
Arrows The Log Electro Spirit Ice Spirit
Fisherman
Arrows The Log Fisherman
Arrows The Log Fisherman
Arrows The Log Fisherman
Arrows
Electro Spirit Ice Spirit
Arrows The Log
Electro Spirit Ice Spirit Arrows
P.E.K.K.A
Arrows The Log
Electro Spirit Ice Spirit
Arrows
Arrows The Log
Arrows The Log
Arrows
P.E.K.K.A
Electro Spirit Ice Spirit The Log
The Log
P.E.K.K.A

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