My Best Clash Royale Deck

Deck Check Rating

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

2 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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!
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.

Mega Minion Zappies

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.

Mega Minion Zappies Dark Prince Fisherman Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

The Log

Punishments

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

Dark Prince

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.

Heal Spirit Dark Prince

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.

Dark Prince

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
Dark Prince Fisherman
Giant Snowball
Cannon Mega Minion Zappies Fisherman
Zap
Cannon Zappies Dark Prince Fisherman
Barbarian Barrel
Cannon Heal Spirit Zappies Dark Prince
The Log
Cannon Heal Spirit Zappies Dark Prince Fisherman
Earthquake
Cannon Zappies
Arrows
Heal Spirit Zappies
Royal Delivery
Heal Spirit Mega Minion Zappies Dark Prince Fisherman
Fireball
Cannon Mega Minion Zappies Fisherman
Poison
Cannon Mega Minion Zappies Fisherman
Lightning
Cannon Mega Minion Dark Prince Fisherman Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Dark Prince The Log

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.

Heal Spirit Mega Minion Dark Prince

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.

Heal Spirit

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.

Heal Spirit The Log Cannon Mega Minion Fisherman Zappies Dark Prince Goblinstein

Shortest cycle

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

9 Heal Spirit The Log Cannon Mega Minion

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.

Cannon
Heal Spirit
Mega Minion Zappies Dark Prince
Mega Minion
Heal Spirit
Zappies
Heal Spirit Dark Prince
Dark Prince
Heal Spirit Zappies Fisherman
The Log
Fisherman
Fisherman
Dark Prince The Log
Goblinstein

Defense Synergies 1 10

Cannon
The Log Mega Minion Dark Prince
Heal Spirit
Mega Minion
Cannon Zappies Dark Prince The Log Fisherman
Zappies
Mega Minion The Log Fisherman
Dark Prince
Cannon Mega Minion The Log
The Log
Cannon Mega Minion Zappies Dark Prince Fisherman
Fisherman
Mega Minion Zappies 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.

Cannon Mega Minion Zappies The Log
Cannon Mega Minion Zappies Dark Prince The Log Fisherman
Cannon Fisherman Mega Minion Zappies Dark Prince
Cannon Mega Minion Zappies Dark Prince Fisherman
Dark Prince The Log
The Log Cannon Mega Minion Zappies Dark Prince
Mega Minion Cannon Zappies
Cannon The Log
Cannon Zappies Fisherman
Cannon Zappies Dark Prince Fisherman
Cannon Mega Minion Zappies Dark Prince The Log Fisherman
Mega Minion Zappies
Cannon Zappies Dark Prince The Log
Cannon Mega Minion Zappies Dark Prince The Log
Cannon Zappies
Cannon Zappies The Log Fisherman Goblinstein
Cannon Zappies Dark Prince Fisherman
Cannon Mega Minion Zappies Dark Prince The Log Fisherman
The Log Cannon Mega Minion Zappies Dark Prince Fisherman
Cannon Zappies Fisherman
Dark Prince Cannon Zappies The Log Fisherman
Cannon Zappies Fisherman

Counters to secondary win conditions

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

Zappies Dark Prince Fisherman
Mega Minion The Log Fisherman
Zappies Dark Prince The Log Fisherman
Dark Prince Zappies The Log Fisherman
Cannon Zappies Dark Prince Fisherman
Goblinstein Zappies
Dark Prince Mega Minion Zappies
Zappies Dark Prince Fisherman
Goblinstein Mega Minion Zappies Dark Prince The Log
Cannon Mega Minion Zappies
Mega Minion Zappies Dark Prince
Dark Prince The Log
Dark Prince Cannon Zappies
Cannon Zappies
Zappies Mega Minion Dark Prince The Log Fisherman Goblinstein
Cannon Mega Minion Zappies Dark Prince The Log
Cannon

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.)

The Log
The Log Fisherman
The Log
Dark Prince The Log
Dark Prince The Log Goblinstein
Goblinstein Mega Minion
The Log
The Log
The Log Fisherman
Fisherman
Dark Prince The Log Fisherman
The Log Fisherman
Fisherman
The Log Fisherman
The Log
The Log
Fisherman
Mega Minion Dark Prince The Log Fisherman
The Log
The Log
The Log Fisherman
The Log
The Log Dark Prince Goblinstein
Mega Minion Fisherman
The Log Fisherman
The Log Fisherman
The Log Fisherman
Mega Minion Zappies Goblinstein
Mega Minion
The Log
Zappies
The Log
Zappies Dark Prince Goblinstein
Mega Minion Zappies
The Log
Mega Minion Dark Prince
The Log
Mega Minion Dark Prince
Zappies The Log
Zappies
Dark Prince The Log
Fisherman

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