My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Mediocre
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.

Cannon

Investments

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

Ice Spirit Giant Fisherman Magic Archer

Offensive cards

Win conditions

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

Giant

Damage spells

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

Poison The Log

Punishments

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

Giant

Pump responses

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

Poison

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 Giant 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 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
Giant Fisherman
Giant Snowball
Cannon Fisherman
Zap
Cannon Fisherman
Barbarian Barrel
Electro Spirit Ice Spirit Cannon Magic Archer
The Log
Electro Spirit Ice Spirit Cannon Fisherman
Earthquake
Cannon
Arrows
Electro Spirit Ice Spirit
Royal Delivery
Electro Spirit Ice Spirit Fisherman Magic Archer
Fireball
Cannon Fisherman Magic Archer
Poison
Cannon Fisherman Magic Archer
Lightning
Cannon Fisherman Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Poison The Log Magic Archer

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 Poison

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Ice Spirit The Log Cannon Fisherman Poison Magic Archer Giant

Shortest cycle

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

7 Electro Spirit Ice Spirit The Log Cannon

Attack Synergies 1 9

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.

Electro Spirit
Giant
Ice Spirit
Giant Fisherman
Cannon
Giant
Poison Electro Spirit Ice Spirit The Log Fisherman Magic Archer
Poison
Giant The Log
The Log
Giant Poison Fisherman Magic Archer
Fisherman
Ice Spirit Giant The Log
Magic Archer
Giant The Log

Defense Synergies 1 13

Electro Spirit
The Log Fisherman
Ice Spirit
Cannon Poison The Log Fisherman Magic Archer
Cannon
The Log Ice Spirit Poison Magic Archer
Giant
Poison
Ice Spirit Cannon The Log
The Log
Cannon Electro Spirit Ice Spirit Poison Fisherman Magic Archer
Fisherman
Electro Spirit Ice Spirit The Log Magic Archer
Magic Archer
Ice Spirit Cannon The Log 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.

Cannon The Log Magic Archer
Ice Spirit Cannon The Log Fisherman
Cannon Fisherman
Cannon Fisherman
Poison The Log
The Log Electro Spirit Cannon Magic Archer
Electro Spirit Ice Spirit Cannon Poison Magic Archer
Electro Spirit Cannon Poison The Log Magic Archer
Cannon Fisherman
Ice Spirit Cannon Fisherman
Poison Electro Spirit Cannon The Log Fisherman Magic Archer
Poison Magic Archer
Cannon Ice Spirit The Log
Electro Spirit Ice Spirit Cannon Poison The Log Magic Archer
Cannon
Ice Spirit Cannon The Log Fisherman
Cannon Poison Fisherman
Ice Spirit Cannon Electro Spirit The Log Fisherman Magic Archer
Poison The Log Electro Spirit Ice Spirit Cannon Fisherman Magic Archer
Cannon Fisherman
Electro Spirit Cannon Poison The Log Fisherman
Cannon

Counters to secondary win conditions

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

Fisherman
Poison The Log Fisherman Magic Archer
Ice Spirit The Log Fisherman
The Log Fisherman
Cannon Fisherman
Poison Electro Spirit Ice Spirit Magic Archer
Fisherman
Electro Spirit Ice Spirit Poison The Log Magic Archer
Cannon
Poison The Log
Cannon
Cannon Magic Archer
Electro Spirit Ice Spirit Poison The Log Fisherman Magic Archer
Poison Electro Spirit Cannon The Log Magic Archer
Electro Spirit 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.)

Poison Magic Archer The Log
Poison The Log Fisherman Magic Archer
Poison The Log Magic Archer
Poison The Log
Poison The Log Magic Archer
Poison Electro Spirit Ice Spirit Magic Archer
Poison The Log Magic Archer
Poison The Log Ice Spirit Magic Archer
Poison The Log Fisherman
Poison Fisherman
Poison The Log Fisherman Magic Archer
Poison Magic Archer
Poison The Log Fisherman Magic Archer
Poison Fisherman Magic Archer
Poison The Log Fisherman Magic Archer
Poison The Log Magic Archer
Magic Archer Poison The Log
Poison
Fisherman
Poison The Log Fisherman Magic Archer
Poison The Log Magic Archer
Poison The Log Magic Archer
Poison
The Log Fisherman
Poison The Log
Poison The Log Electro Spirit Ice Spirit Magic Archer
Fisherman
Poison The Log Fisherman Magic Archer
Poison The Log Fisherman Magic Archer
Poison The Log Fisherman Magic Archer
Poison Magic Archer
Electro Spirit Ice Spirit Poison
Poison The Log Magic Archer
Electro Spirit Ice Spirit Poison Magic Archer
Poison The Log Magic Archer
Electro Spirit Ice Spirit Magic Archer
Poison Magic Archer
The Log
Poison Magic Archer
The Log Poison Magic Archer
Poison
Electro Spirit Ice Spirit Poison The Log Magic Archer
Poison Magic Archer
Poison The Log Magic Archer

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