My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

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.

Minions

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.

Skeletons Electro Giant Fisherman

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.

Fireball The Log

Punishments

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

Elite Barbarians Electro 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.

Elite Barbarians 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.

Elite Barbarians

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 Minions Elite Barbarians Fisherman
Giant Snowball
Skeletons Minions Cannon Fisherman
Zap
Skeletons Minions Cannon Fisherman
Barbarian Barrel
Skeletons Cannon Elite Barbarians
The Log
Skeletons Cannon Elite Barbarians Fisherman
Earthquake
Skeletons Cannon
Arrows
Skeletons Minions
Royal Delivery
Skeletons Minions Elite Barbarians Fisherman
Fireball
Minions Cannon Elite Barbarians Fisherman
Poison
Minions Cannon Fisherman
Lightning
Cannon Elite Barbarians Fisherman
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fireball Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

Electro Giant

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.

Elite Barbarians 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.

Minions Fireball

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Minions Cannon Fisherman Fireball Elite Barbarians Electro Giant

Shortest cycle

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

9 Skeletons The Log Minions Cannon

Attack Synergies 0 7

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
Minions
Elite Barbarians Fisherman
Cannon
Elite Barbarians
Minions Fireball The Log
Fireball
Elite Barbarians The Log
Electro Giant
Fisherman
The Log
Elite Barbarians Fireball Fisherman
Fisherman
Minions Electro Giant The Log

Defense Synergies 4 11

Skeletons
Cannon Fisherman Minions Elite Barbarians The Log
Minions
Skeletons Cannon The Log Fisherman
Cannon
Skeletons The Log Minions Fireball Electro Giant
Elite Barbarians
Skeletons The Log
Fireball
The Log Cannon
Electro Giant
Cannon Fisherman
The Log
Cannon Fireball Skeletons Minions Elite Barbarians Fisherman
Fisherman
Skeletons Minions Electro Giant The Log

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.

Minions Cannon Fireball The Log
Elite Barbarians Skeletons Minions Cannon The Log Fisherman
Cannon Fisherman Skeletons Minions Elite Barbarians
Cannon Elite Barbarians Skeletons Minions Fisherman
Elite Barbarians Fireball The Log
Fireball The Log Skeletons Minions Cannon
Minions Cannon Fireball
Cannon Fireball Electro Giant The Log
Cannon Skeletons Minions Elite Barbarians Fisherman
Elite Barbarians Skeletons Cannon Fisherman
Minions Skeletons Cannon Fireball Electro Giant The Log Fisherman
Minions Fireball
Cannon Skeletons Minions Elite Barbarians Fireball The Log
Fireball Minions Cannon The Log
Elite Barbarians Cannon
Cannon Elite Barbarians Fireball Electro Giant The Log Fisherman
Skeletons Minions Cannon Elite Barbarians Fireball Fisherman
Cannon Fireball Minions Elite Barbarians The Log Fisherman
The Log Minions Cannon Fireball Fisherman
Cannon Elite Barbarians Fisherman
Minions Cannon Elite Barbarians Fireball Electro Giant The Log Fisherman

Counters to secondary win conditions

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

Skeletons Elite Barbarians Fireball Electro Giant Fisherman
Fireball Elite Barbarians The Log Fisherman
Skeletons Minions Elite Barbarians The Log Fisherman
Elite Barbarians Fireball The Log Fisherman
Skeletons Cannon Elite Barbarians Fisherman
Fireball Electro Giant Skeletons Minions
Skeletons Minions Elite Barbarians Fireball
Elite Barbarians Fisherman
Skeletons Minions Elite Barbarians Fireball The Log
Skeletons Cannon
Minions Elite Barbarians
Elite Barbarians Fireball Electro Giant The Log
Elite Barbarians Skeletons Cannon Fireball
Cannon Fireball Electro Giant
Elite Barbarians Electro Giant Skeletons Minions Fireball The Log Fisherman
Minions Cannon Elite Barbarians Fireball Electro Giant The Log
Cannon Fireball

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 The Log
Fireball The Log Fisherman
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Electro Giant Minions
The Log
Fireball The Log
Fireball The Log Fisherman
Minions Elite Barbarians Fireball Fisherman
Fireball The Log Fisherman
Fireball
Elite Barbarians Fireball The Log Fisherman
Minions Fireball Fisherman
Elite Barbarians Fireball The Log Fisherman
Fireball The Log
Fireball The Log
Fireball
Minions Fisherman
Fireball The Log Fisherman
Fireball Electro Giant The Log
Minions Fireball The Log
Fireball
The Log Fisherman
Fireball The Log
Electro Giant The Log Fireball
Fisherman
Fireball The Log Fisherman
Fireball The Log Fisherman
Fireball The Log Fisherman
Elite Barbarians Fireball Electro Giant
Minions Fireball Electro Giant
Elite Barbarians Fireball
Fireball The Log
Fireball
Fireball The Log
Minions Fireball
Fireball
The Log Fireball
Fireball
The Log Fireball
Fireball Electro Giant
Elite Barbarians
Electro Giant Minions Elite Barbarians Fireball The Log
Fireball
Fireball Electro Giant The Log
Fireball

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