My Best Clash Royale Deck

Deck Check Rating

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

4 problems 6 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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!
PROBLEM No anti-air splash!

You don't have a card, that attacks air and has splash damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground splash!

You don't have a card, that attacks ground and has splash damage. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Inferno Tower Inferno Dragon

Defensive buildings

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

Inferno Tower

Investments

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

Knight Royal Giant Royal Recruits Golem Fisherman Inferno Dragon

Offensive cards

Win conditions

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

Royal Giant Golem

Damage spells

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

Missing

Punishments

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

Royal Giant Royal Recruits

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.

Knight Royal Giant Royal Recruits Golem

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.

Golem

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 Royal Recruits Skeleton Army Fisherman Inferno Dragon
Giant Snowball
Royal Recruits Skeleton Army Fisherman Inferno Dragon
Zap
Royal Giant Inferno Tower Skeleton Army Fisherman Inferno Dragon
Barbarian Barrel
Knight Royal Recruits Inferno Tower Skeleton Army
The Log
Royal Giant Royal Recruits Skeleton Army Fisherman
Earthquake
Inferno Tower Skeleton Army
Arrows
Royal Recruits Skeleton Army
Royal Delivery
Knight Royal Recruits Skeleton Army Fisherman Inferno Dragon
Fireball
Inferno Tower Skeleton Army Fisherman Inferno Dragon
Poison
Royal Recruits Inferno Tower Skeleton Army Fisherman
Lightning
Knight Inferno Tower Fisherman Inferno Dragon
Rocket
Inferno Tower Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Missing

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.

Knight Royal Recruits Inferno Tower Skeleton Army Golem Inferno Dragon

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 Skeleton Army

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.

Knight Skeleton Army Fisherman Inferno Dragon Inferno Tower Royal Giant Royal Recruits Golem

Shortest cycle

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

13 Knight Skeleton Army Fisherman Inferno Dragon

Attack Synergies 1 0

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.

Knight
Royal Giant
Fisherman
Royal Recruits
Inferno Tower
Skeleton Army
Golem
Fisherman
Royal Giant
Inferno Dragon

Defense Synergies 2 5

Knight
Inferno Tower Skeleton Army Fisherman
Royal Giant
Royal Recruits
Skeleton Army
Inferno Tower
Knight Skeleton Army Fisherman
Skeleton Army
Inferno Tower Knight Royal Recruits Inferno Dragon
Golem
Fisherman
Knight Inferno Tower
Inferno Dragon
Skeleton Army

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.

Knight Royal Recruits Inferno Tower
Inferno Tower Skeleton Army Inferno Dragon Knight Royal Recruits Fisherman
Inferno Tower Skeleton Army Fisherman Knight Royal Recruits Inferno Dragon
Royal Recruits Inferno Tower Skeleton Army Inferno Dragon Knight Fisherman
Royal Recruits Skeleton Army
Skeleton Army
Inferno Tower Inferno Dragon
Royal Recruits Inferno Tower
Inferno Tower Inferno Dragon Royal Recruits Skeleton Army Fisherman
Knight Skeleton Army Royal Recruits Inferno Tower Fisherman
Skeleton Army Knight Royal Recruits Fisherman
Inferno Tower Inferno Dragon
Royal Recruits Inferno Tower Skeleton Army Knight
Skeleton Army Royal Recruits
Royal Recruits Inferno Tower Skeleton Army Inferno Dragon Knight
Inferno Tower Skeleton Army Royal Recruits Fisherman Inferno Dragon
Knight Royal Recruits Inferno Tower Skeleton Army Fisherman
Knight Royal Recruits Skeleton Army Fisherman
Knight Royal Recruits Fisherman Inferno Dragon
Royal Recruits Inferno Tower Fisherman Inferno Dragon
Royal Recruits Skeleton Army Knight Fisherman

Counters to secondary win conditions

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

Knight Royal Recruits Skeleton Army Inferno Tower Fisherman
Knight Fisherman Inferno Dragon
Royal Recruits Skeleton Army Knight Inferno Tower Fisherman
Royal Recruits Skeleton Army Knight Inferno Tower Fisherman
Royal Recruits Inferno Tower Knight Skeleton Army Fisherman Inferno Dragon
Royal Recruits Skeleton Army Knight Inferno Tower
Inferno Tower Knight Royal Recruits Skeleton Army Fisherman Inferno Dragon
Royal Recruits Knight Inferno Tower Skeleton Army Inferno Dragon
Royal Recruits Inferno Tower Skeleton Army Inferno Dragon
Inferno Dragon Knight Royal Recruits Inferno Tower
Royal Recruits Skeleton Army
Royal Recruits Skeleton Army Knight Inferno Tower
Royal Recruits Skeleton Army
Royal Recruits Inferno Tower Skeleton Army Knight Fisherman Inferno Dragon
Royal Recruits Inferno Tower Inferno Dragon
Inferno Tower

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.)

Knight Royal Recruits
Fisherman
Knight Royal Recruits
Fisherman
Fisherman
Knight Royal Recruits Fisherman
Knight Fisherman
Fisherman
Fisherman
Royal Recruits
Fisherman
Fisherman
Fisherman
Royal Recruits
Fisherman Inferno Dragon
Fisherman
Fisherman
Fisherman
Royal Recruits Skeleton Army
Knight
Royal Recruits
Royal Recruits
Royal Recruits
Inferno Dragon

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