My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Magic Archer

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 Skeleton Barrel P.E.K.K.A Fisherman Magic Archer

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Zap Void

Punishments

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

Skeleton Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Skeleton Barrel P.E.K.K.A Magic Archer

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 Skeleton Barrel Magic Archer

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 Barrel Fisherman
Giant Snowball
Skeletons Skeleton Barrel Fisherman
Zap
Skeletons Skeleton Barrel Fisherman
Barbarian Barrel
Skeletons Electro Spirit Skeleton Barrel Magic Archer
The Log
Skeletons Electro Spirit Skeleton Barrel Fisherman
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Skeleton Barrel
Royal Delivery
Skeletons Electro Spirit Skeleton Barrel P.E.K.K.A Fisherman Magic Archer
Fireball
Skeleton Barrel Fisherman Magic Archer
Poison
Skeleton Barrel Fisherman Magic Archer
Lightning
Fisherman Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Magic Archer

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.

Electro Spirit Skeleton Barrel P.E.K.K.A

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Zap Skeleton Barrel Void Fisherman Magic Archer P.E.K.K.A

Shortest cycle

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

7 Skeletons Electro Spirit Zap Skeleton Barrel

Attack Synergies 3 8

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
Zap P.E.K.K.A
Zap
Void P.E.K.K.A Electro Spirit Skeleton Barrel Fisherman Magic Archer
Skeleton Barrel
Zap Fisherman Magic Archer
Void
Zap
P.E.K.K.A
Zap Magic Archer Electro Spirit Fisherman
Fisherman
Zap Skeleton Barrel P.E.K.K.A
Magic Archer
P.E.K.K.A Zap Skeleton Barrel

Defense Synergies 1 13

Skeletons
Fisherman Electro Spirit Zap P.E.K.K.A Magic Archer
Electro Spirit
Skeletons Zap Fisherman
Zap
Skeletons Electro Spirit Skeleton Barrel Void P.E.K.K.A Fisherman Magic Archer
Skeleton Barrel
Zap
Void
Zap
P.E.K.K.A
Skeletons Zap Fisherman
Fisherman
Skeletons Electro Spirit Zap P.E.K.K.A Magic Archer
Magic Archer
Skeletons Zap Fisherman

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.

Zap Skeleton Barrel Void Magic Archer
P.E.K.K.A Skeletons Zap Fisherman
P.E.K.K.A Fisherman Skeletons Void
P.E.K.K.A Skeletons Fisherman
P.E.K.K.A
Skeletons Electro Spirit Zap Magic Archer
Electro Spirit Zap Void Magic Archer
Electro Spirit Zap Skeleton Barrel Void P.E.K.K.A Magic Archer
P.E.K.K.A Skeletons Fisherman
Skeletons Fisherman
Skeletons Electro Spirit Zap Fisherman Magic Archer
Zap Magic Archer
P.E.K.K.A Skeletons Zap
Electro Spirit Zap P.E.K.K.A Magic Archer
P.E.K.K.A
Zap P.E.K.K.A Fisherman
Skeletons P.E.K.K.A Fisherman
Electro Spirit Zap Fisherman Magic Archer
Zap Electro Spirit Fisherman Magic Archer
P.E.K.K.A Fisherman
Electro Spirit P.E.K.K.A 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 Zap Void P.E.K.K.A Fisherman
Void Zap Skeleton Barrel Fisherman Magic Archer
P.E.K.K.A Skeletons Zap Fisherman
P.E.K.K.A Zap Fisherman
P.E.K.K.A Skeletons Fisherman
Skeletons Electro Spirit Zap Skeleton Barrel Magic Archer
P.E.K.K.A Skeletons Void
P.E.K.K.A Fisherman
Zap Void P.E.K.K.A Skeletons Electro Spirit Magic Archer
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Zap Void
P.E.K.K.A Skeletons
Magic Archer
Skeletons Electro Spirit Zap P.E.K.K.A Fisherman Magic Archer
Electro Spirit Zap P.E.K.K.A Magic Archer
Electro Spirit Zap Void

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.)

Skeleton Barrel Void Magic Archer
Void Zap Skeleton Barrel Fisherman Magic Archer
Skeleton Barrel Void Magic Archer
Skeleton Barrel Void
Zap Magic Archer
Electro Spirit Zap Skeleton Barrel Magic Archer
Magic Archer
Zap Skeleton Barrel Magic Archer
Void Zap Skeleton Barrel Fisherman
Void Fisherman
Void Zap Skeleton Barrel Fisherman Magic Archer
Void Zap Magic Archer
Skeleton Barrel Void Fisherman Magic Archer
Skeleton Barrel Void Fisherman Magic Archer
Zap Skeleton Barrel Fisherman Magic Archer
Zap Skeleton Barrel Magic Archer
Magic Archer Skeleton Barrel
Fisherman
Void Zap Skeleton Barrel Fisherman Magic Archer
Zap Skeleton Barrel Void Magic Archer
Void Magic Archer
Void
Void Fisherman
Zap Skeleton Barrel Void
Zap Electro Spirit Magic Archer
Fisherman
Void Zap Skeleton Barrel Fisherman Magic Archer
Void Zap Skeleton Barrel Fisherman Magic Archer
Void Zap Skeleton Barrel Fisherman Magic Archer
Zap Void Magic Archer
Zap Electro Spirit Skeleton Barrel Void
Void
Void Zap Magic Archer
Zap Void Electro Spirit Magic Archer
P.E.K.K.A
Magic Archer
Zap Skeleton Barrel Electro Spirit Void Magic Archer
Zap Magic Archer
Void Magic Archer
Zap Skeleton Barrel Magic Archer
Void Zap
P.E.K.K.A
Zap Electro Spirit Magic Archer
Zap Void Magic Archer
Void Zap Skeleton Barrel Magic Archer
P.E.K.K.A
Void
Void

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