My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Archers Goblin Gang Firecracker

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.

Archers Firecracker Electro Giant Fisherman Goblinstein

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows The Log

Punishments

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

Goblin Gang Electro Giant

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.

Goblin Gang Electro Giant

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.

Firecracker

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
Archers Goblin Gang Fisherman
Giant Snowball
Archers Goblin Gang Fisherman
Zap
Archers Goblin Gang Firecracker Fisherman
Barbarian Barrel
Archers Goblin Gang Firecracker
The Log
Archers Goblin Gang Firecracker Fisherman
Earthquake
Archers Goblin Gang Firecracker
Arrows
Archers Goblin Gang Firecracker
Royal Delivery
Archers Goblin Gang Firecracker Fisherman
Fireball
Archers Goblin Gang Firecracker Fisherman
Poison
Archers Goblin Gang Firecracker Fisherman
Lightning
Fisherman Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Electro Giant The Log

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.

Arrows Electro Giant

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.

Goblin Gang

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.

The Log Archers Arrows Goblin Gang Firecracker Fisherman Goblinstein Electro Giant

Shortest cycle

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

11 The Log Archers Arrows Goblin Gang

Attack Synergies 0 6

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.

Archers
Arrows Fisherman
Arrows
Archers
Goblin Gang
Firecracker
Firecracker
Goblin Gang Fisherman
Electro Giant
Fisherman
The Log
Fisherman
Fisherman
Archers Firecracker Electro Giant The Log
Goblinstein

Defense Synergies 1 10

Archers
Goblin Gang Firecracker The Log Fisherman
Arrows
Goblin Gang
Archers Firecracker The Log Fisherman
Firecracker
The Log Archers Goblin Gang Fisherman
Electro Giant
Fisherman
The Log
Firecracker Archers Goblin Gang Fisherman
Fisherman
Archers Goblin Gang Firecracker Electro Giant 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.

Firecracker The Log
Goblin Gang Firecracker The Log Fisherman
Goblin Gang Fisherman Archers
Goblin Gang Firecracker Fisherman
Arrows Firecracker The Log
Arrows Goblin Gang The Log Archers Firecracker
Archers Arrows Goblin Gang Firecracker
Arrows Electro Giant The Log
Goblin Gang Fisherman
Goblin Gang Archers Firecracker Fisherman
Archers Goblin Gang Arrows Firecracker Electro Giant The Log Fisherman
Arrows Archers Goblin Gang Firecracker
Goblin Gang The Log
Arrows Goblin Gang Firecracker The Log
Goblin Gang
Goblin Gang Electro Giant The Log Fisherman
Arrows Goblin Gang Firecracker Fisherman
Arrows Archers Goblin Gang Firecracker The Log Fisherman
Arrows The Log Archers Firecracker Fisherman
Fisherman
Goblin Gang Archers Arrows Firecracker Electro Giant The Log Fisherman

Counters to secondary win conditions

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

Goblin Gang Archers Electro Giant Fisherman
Archers Arrows Goblin Gang Firecracker The Log Fisherman
Goblin Gang The Log Fisherman
Goblin Gang The Log Fisherman
Goblin Gang Fisherman
Arrows Firecracker Electro Giant Archers Goblin Gang
Goblin Gang Archers
Fisherman
Firecracker The Log
Goblin Gang
Arrows Electro Giant The Log
Goblin Gang
Archers Firecracker Electro Giant
Goblin Gang Electro Giant Archers Firecracker The Log Fisherman
Arrows Archers Firecracker Electro Giant The Log
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 Firecracker The Log
Arrows Firecracker The Log Fisherman
Arrows The Log
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows Firecracker Electro Giant
Archers Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Firecracker Fisherman
Goblin Gang Fisherman
Firecracker Arrows The Log Fisherman
Archers Arrows Firecracker
Firecracker The Log Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker The Log Fisherman
Arrows Firecracker The Log
Arrows Firecracker The Log
Arrows
Fisherman
Archers Arrows Firecracker The Log Fisherman
Arrows Firecracker Electro Giant The Log
The Log
Arrows
The Log Fisherman
Arrows The Log
Arrows Firecracker Electro Giant The Log
Fisherman
Arrows Firecracker The Log Fisherman
Arrows The Log Fisherman
Arrows Firecracker The Log Fisherman
Archers Arrows Firecracker Electro Giant
Firecracker Electro Giant
Arrows The Log
Arrows Firecracker
Arrows Firecracker The Log
Archers Goblin Gang
Archers Arrows Firecracker
Arrows The Log
Goblin Gang Firecracker
Arrows The Log Firecracker
Arrows Electro Giant
Firecracker
Electro Giant Goblin Gang Firecracker The Log
Firecracker
Firecracker Electro Giant The Log
Firecracker

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