My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
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 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.

Musketeer Electro Dragon

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.

Skeletons Musketeer Electro Dragon 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 Tornado

Punishments

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

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.

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.

Electro Dragon

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
Skeletons Fisherman
Giant Snowball
Skeletons Musketeer Electro Dragon Fisherman
Zap
Skeletons Fisherman
Barbarian Barrel
Skeletons Musketeer
The Log
Skeletons Musketeer Fisherman
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Musketeer Electro Dragon Fisherman
Fireball
Musketeer Electro Dragon Fisherman
Poison
Musketeer Electro Dragon Fisherman
Lightning
Musketeer Electro Dragon Fisherman Goblinstein
Rocket
Musketeer Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Dragon Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Electro Dragon Electro Giant

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 Tornado 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.

Musketeer

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.

Skeletons Arrows Tornado Fisherman Musketeer Electro Dragon Goblinstein Electro Giant

Shortest cycle

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

10 Skeletons Arrows Tornado Fisherman

Attack Synergies 1 5

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.

Skeletons
Arrows
Musketeer
Electro Dragon Fisherman
Tornado
Electro Giant Electro Dragon
Electro Dragon
Musketeer Tornado Fisherman
Electro Giant
Tornado Fisherman
Fisherman
Musketeer Electro Dragon Electro Giant
Goblinstein

Defense Synergies 2 9

Skeletons
Musketeer Fisherman Tornado Electro Dragon
Arrows
Tornado
Musketeer
Skeletons Tornado Fisherman
Tornado
Skeletons Arrows Musketeer Electro Dragon Electro Giant
Electro Dragon
Skeletons Tornado Fisherman
Electro Giant
Tornado Fisherman
Fisherman
Skeletons Musketeer Electro Dragon Electro Giant
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.

Musketeer Electro Dragon
Skeletons Musketeer Electro Dragon Fisherman
Tornado Fisherman Skeletons Musketeer Electro Dragon
Skeletons Musketeer Electro Dragon Fisherman
Arrows Tornado
Arrows Tornado Skeletons Musketeer Electro Dragon
Musketeer Tornado Arrows Electro Dragon
Arrows Musketeer Electro Dragon Electro Giant
Skeletons Musketeer Tornado Fisherman
Tornado Skeletons Musketeer Fisherman
Skeletons Arrows Musketeer Tornado Electro Dragon Electro Giant Fisherman
Arrows Musketeer Tornado Electro Dragon
Skeletons Musketeer Electro Dragon
Arrows Tornado Electro Dragon
Tornado Electro Giant Fisherman
Skeletons Arrows Musketeer Tornado Electro Dragon Fisherman
Arrows Musketeer Tornado Electro Dragon Fisherman
Arrows Tornado Musketeer Electro Dragon Fisherman
Musketeer Tornado Fisherman
Arrows Musketeer Electro Dragon Electro Giant Fisherman

Counters to secondary win conditions

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

Skeletons Electro Giant Fisherman
Arrows Musketeer Electro Dragon Fisherman
Skeletons Musketeer Electro Dragon Fisherman
Musketeer Tornado Fisherman
Skeletons Musketeer Fisherman
Arrows Electro Giant Skeletons Musketeer Tornado Electro Dragon
Skeletons Musketeer
Fisherman
Electro Dragon Skeletons Tornado
Skeletons Musketeer
Musketeer Electro Dragon
Arrows Tornado Electro Giant
Skeletons
Musketeer Electro Dragon Electro Giant
Electro Dragon Electro Giant Skeletons Musketeer Tornado Fisherman
Arrows Musketeer Electro Dragon Electro Giant
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 Musketeer Electro Dragon
Arrows Musketeer Tornado Electro Dragon Fisherman
Arrows Electro Dragon
Arrows Musketeer
Arrows
Arrows Electro Giant Musketeer Tornado Electro Dragon
Arrows Musketeer Tornado
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon Fisherman
Musketeer Tornado Electro Dragon Fisherman
Arrows Musketeer Tornado Electro Dragon Fisherman
Arrows Musketeer Tornado Electro Dragon
Musketeer Fisherman
Arrows Musketeer Electro Dragon Fisherman
Arrows Musketeer Fisherman
Arrows Musketeer Electro Dragon
Arrows Musketeer Electro Dragon
Arrows Tornado
Fisherman
Arrows Musketeer Electro Dragon Fisherman
Arrows Tornado Electro Dragon Electro Giant
Musketeer
Arrows Tornado
Musketeer Tornado Fisherman
Arrows Musketeer Electro Dragon
Arrows Tornado Electro Giant Electro Dragon
Fisherman
Arrows Musketeer Tornado Electro Dragon Fisherman
Arrows Musketeer Tornado Electro Dragon Fisherman
Arrows Musketeer Tornado Fisherman
Arrows Musketeer Tornado Electro Dragon Electro Giant
Electro Dragon Musketeer Electro Giant
Arrows Musketeer Electro Dragon
Arrows Electro Dragon
Arrows
Musketeer Electro Dragon
Arrows Musketeer Tornado Electro Dragon
Arrows
Musketeer Electro Dragon
Arrows Musketeer Electro Dragon
Arrows Tornado Electro Giant
Musketeer Electro Dragon
Electro Dragon Electro Giant Musketeer Tornado
Musketeer Tornado Electro Dragon
Electro Dragon Musketeer Tornado Electro Giant
Electro Dragon

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