My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Archer Queen

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.

Battle Ram P.E.K.K.A Fisherman Lumberjack Archer Queen

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap

Punishments

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

Battle Ram Lumberjack

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.

Heal Spirit Battle Ram P.E.K.K.A Lumberjack Archer Queen

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.

Lumberjack

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
Battle Ram Guards Fisherman
Giant Snowball
Battle Ram Guards Fisherman Lumberjack
Zap
Battle Ram Guards Fisherman
Barbarian Barrel
Heal Spirit Battle Ram Guards Lumberjack
The Log
Heal Spirit Battle Ram Guards Fisherman Lumberjack
Earthquake
Guards
Arrows
Heal Spirit Guards
Royal Delivery
Heal Spirit Battle Ram Guards P.E.K.K.A Fisherman Lumberjack
Fireball
Battle Ram Fisherman Lumberjack
Poison
Guards Fisherman
Lightning
Battle Ram Fisherman Lumberjack Archer Queen
Rocket
Archer Queen

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Heal Spirit Battle Ram Guards 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.

Heal 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Zap Guards Fisherman Battle Ram Lumberjack Archer Queen P.E.K.K.A

Shortest cycle

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

9 Heal Spirit Zap Guards Fisherman

Attack Synergies 2 15

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.

Zap
Battle Ram P.E.K.K.A Heal Spirit Guards Fisherman Lumberjack
Heal Spirit
Zap Battle Ram Guards P.E.K.K.A Lumberjack
Battle Ram
Zap Heal Spirit P.E.K.K.A Lumberjack Archer Queen
Guards
Zap Heal Spirit Lumberjack
P.E.K.K.A
Zap Heal Spirit Battle Ram Fisherman Lumberjack Archer Queen
Fisherman
Zap P.E.K.K.A
Lumberjack
Zap Heal Spirit Battle Ram Guards P.E.K.K.A
Archer Queen
Battle Ram P.E.K.K.A

Defense Synergies 1 8

Zap
Guards P.E.K.K.A Fisherman Lumberjack Archer Queen
Heal Spirit
Battle Ram
Guards
Fisherman Zap Lumberjack Archer Queen
P.E.K.K.A
Zap Fisherman
Fisherman
Guards Zap P.E.K.K.A
Lumberjack
Zap Guards
Archer Queen
Zap Guards

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
P.E.K.K.A Lumberjack Zap Fisherman
P.E.K.K.A Fisherman Lumberjack
P.E.K.K.A Lumberjack Guards Fisherman
P.E.K.K.A Lumberjack
Zap Guards Lumberjack
Zap
Zap P.E.K.K.A
P.E.K.K.A Fisherman Lumberjack Archer Queen
Guards Fisherman Lumberjack
Guards Zap Fisherman Lumberjack
Zap
P.E.K.K.A Lumberjack Zap Guards
Zap Guards P.E.K.K.A Lumberjack
P.E.K.K.A Lumberjack
Zap P.E.K.K.A Fisherman Lumberjack
P.E.K.K.A Fisherman Lumberjack
Zap Guards Fisherman Lumberjack
Zap Guards Fisherman Lumberjack
P.E.K.K.A Fisherman Lumberjack
Guards P.E.K.K.A Fisherman Lumberjack
P.E.K.K.A Guards Fisherman Lumberjack Archer Queen

Counters to secondary win conditions

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

Guards Lumberjack Zap P.E.K.K.A Fisherman
Zap Fisherman Lumberjack
Guards P.E.K.K.A Lumberjack Zap Fisherman
Guards P.E.K.K.A Lumberjack Zap Fisherman
P.E.K.K.A Guards Fisherman Lumberjack
Zap
Guards P.E.K.K.A Lumberjack
P.E.K.K.A Fisherman Lumberjack
Zap P.E.K.K.A
P.E.K.K.A Guards
P.E.K.K.A Guards Lumberjack
P.E.K.K.A Zap Guards Archer Queen
P.E.K.K.A Guards Lumberjack
Guards Zap P.E.K.K.A Fisherman Lumberjack Archer Queen
Zap P.E.K.K.A Archer Queen
Zap

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.)

Guards
Zap Fisherman
Guards
Zap
Zap
Zap
Zap Fisherman
Guards Fisherman Lumberjack
Zap Fisherman
Zap Archer Queen
Fisherman
Fisherman
Zap Fisherman
Zap
Fisherman
Zap Fisherman
Zap
Fisherman
Zap
Zap
Fisherman
Zap Fisherman
Zap Fisherman
Zap Fisherman
Zap
Zap Guards
Zap
Zap
P.E.K.K.A
Zap Guards
Zap Archer Queen
Lumberjack
Zap
Zap Archer Queen
P.E.K.K.A Archer Queen
Zap Guards Archer Queen
Zap Archer Queen
Zap Archer Queen
P.E.K.K.A
Fisherman

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