My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

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

Royal Giant Fisherman Electro Wizard

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball Rage

Punishments

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

Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

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

Electro Spirit Royal 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.

Electro Spirit Electro Wizard

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
Royal Giant Guards Fisherman
Giant Snowball
Guards Fisherman
Zap
Royal Giant Guards Fisherman
Barbarian Barrel
Electro Spirit Bomb Tower Guards Electro Wizard
The Log
Electro Spirit Royal Giant Guards Fisherman
Earthquake
Bomb Tower Guards
Arrows
Electro Spirit Guards
Royal Delivery
Electro Spirit Guards Fisherman Electro Wizard
Fireball
Bomb Tower Fisherman Electro Wizard
Poison
Bomb Tower Guards Fisherman Electro Wizard
Lightning
Bomb Tower Fisherman Electro Wizard
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Bomb Tower

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 Rage Guards

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Fireball

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.

Fireball Electro Wizard

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 Rage Guards Fisherman Fireball Bomb Tower Electro Wizard Royal Giant

Shortest cycle

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

9 Electro Spirit Rage Guards Fisherman

Attack Synergies 2 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.

Electro Spirit
Royal Giant Fireball
Royal Giant
Fireball Fisherman Electro Spirit Guards Electro Wizard
Fireball
Royal Giant Electro Spirit Electro Wizard
Bomb Tower
Rage
Electro Wizard
Guards
Royal Giant
Fisherman
Royal Giant
Electro Wizard
Royal Giant Fireball Rage

Defense Synergies 1 6

Electro Spirit
Fisherman Electro Wizard
Royal Giant
Fireball
Bomb Tower Electro Wizard
Bomb Tower
Fireball Electro Wizard
Rage
Guards
Fisherman Electro Wizard
Fisherman
Guards Electro Spirit
Electro Wizard
Electro Spirit Fireball Bomb Tower 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.

Fireball Electro Wizard
Bomb Tower Fisherman Electro Wizard
Bomb Tower Fisherman Electro Wizard
Bomb Tower Guards Fisherman Electro Wizard
Fireball Bomb Tower
Fireball Electro Spirit Bomb Tower Guards Electro Wizard
Electro Wizard Electro Spirit Fireball Bomb Tower
Electro Spirit Fireball Bomb Tower Electro Wizard
Bomb Tower Fisherman
Guards Fisherman Electro Wizard
Guards Electro Wizard Electro Spirit Fireball Bomb Tower Fisherman
Fireball Electro Wizard
Bomb Tower Fireball Guards Electro Wizard
Fireball Bomb Tower Electro Spirit Guards Electro Wizard
Bomb Tower Electro Wizard
Bomb Tower Fireball Fisherman Electro Wizard
Bomb Tower Fireball Fisherman Electro Wizard
Fireball Bomb Tower Electro Spirit Guards Fisherman Electro Wizard
Bomb Tower Electro Spirit Fireball Guards Fisherman Electro Wizard
Bomb Tower Fisherman Electro Wizard
Electro Spirit Fireball Bomb Tower Guards Fisherman Electro Wizard
Bomb Tower Guards Fisherman

Counters to secondary win conditions

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

Guards Fireball Fisherman Electro Wizard
Fireball Electro Wizard Bomb Tower Fisherman
Guards Bomb Tower Fisherman Electro Wizard
Guards Fireball Fisherman Electro Wizard
Guards Fisherman
Fireball Electro Spirit Bomb Tower Electro Wizard
Guards Fireball Bomb Tower Electro Wizard
Bomb Tower Fisherman
Electro Wizard Electro Spirit Fireball Bomb Tower
Guards
Bomb Tower Guards
Fireball Guards Electro Wizard
Fireball Bomb Tower Guards
Fireball Bomb Tower
Guards Electro Wizard Electro Spirit Fireball Bomb Tower Fisherman
Electro Spirit Fireball Bomb Tower Electro Wizard
Electro Spirit Fireball Bomb Tower Electro Wizard

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.)

Fireball Guards
Fireball Fisherman Electro Wizard
Fireball
Fireball Guards
Fireball
Fireball Electro Spirit
Fireball
Fireball Fisherman
Fireball Guards Fisherman Electro Wizard
Fireball Fisherman Electro Wizard
Fireball
Fireball Fisherman
Fireball Fisherman
Fireball Fisherman
Fireball
Fireball
Fireball
Fisherman
Fireball Fisherman Electro Wizard
Fireball
Fireball
Fireball
Fisherman
Fireball
Electro Spirit Fireball
Fisherman
Fireball Fisherman Electro Wizard
Fireball Fisherman
Fireball Fisherman
Fireball Electro Wizard
Electro Wizard Electro Spirit Fireball Guards
Fireball
Fireball
Electro Spirit Fireball Electro Wizard
Fireball
Electro Wizard Electro Spirit Fireball Guards
Fireball Electro Wizard
Fireball
Fireball Electro Wizard
Fireball
Fireball
Electro Spirit Fireball Guards Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard
Fireball
Fisherman

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