My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Bats Firecracker Inferno Tower

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.

Bats Firecracker 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.

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.

Heal Spirit 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.

Firecracker

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
Bats Fisherman
Giant Snowball
Bats Fisherman
Zap
Bats Firecracker Inferno Tower Fisherman
Barbarian Barrel
Firecracker Heal Spirit Inferno Tower
The Log
Firecracker Heal Spirit Fisherman
Earthquake
Firecracker Inferno Tower
Arrows
Bats Firecracker Heal Spirit
Royal Delivery
Bats Firecracker Heal Spirit Fisherman
Fireball
Firecracker Inferno Tower Fisherman
Poison
Bats Firecracker Inferno Tower Fisherman
Lightning
Inferno Tower Fisherman
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Tornado Electro Giant

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.

Bats Arrows Heal Spirit Inferno Tower 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Bats Arrows Firecracker Tornado Fisherman Inferno Tower Electro Giant

Shortest cycle

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

9 Heal Spirit Bats Arrows Firecracker

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.

Bats
Firecracker Fisherman
Arrows
Firecracker
Bats Tornado Fisherman
Heal Spirit
Inferno Tower
Tornado
Electro Giant Firecracker
Electro Giant
Tornado Fisherman
Fisherman
Bats Firecracker Electro Giant

Defense Synergies 0 12

Bats
Firecracker Inferno Tower Fisherman
Arrows
Inferno Tower Tornado
Firecracker
Bats Inferno Tower Tornado Fisherman
Heal Spirit
Inferno Tower
Bats Arrows Firecracker Tornado Fisherman
Tornado
Arrows Firecracker Inferno Tower Electro Giant
Electro Giant
Tornado Fisherman
Fisherman
Bats Firecracker Inferno Tower Electro Giant

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.

Firecracker Inferno Tower
Inferno Tower Bats Firecracker Fisherman
Inferno Tower Tornado Fisherman Bats
Inferno Tower Bats Firecracker Fisherman
Arrows Firecracker Tornado
Arrows Tornado Bats Firecracker
Bats Inferno Tower Tornado Arrows Firecracker
Arrows Inferno Tower Electro Giant
Inferno Tower Tornado Fisherman
Tornado Firecracker Inferno Tower Fisherman
Bats Arrows Firecracker Tornado Electro Giant Fisherman
Arrows Inferno Tower Bats Firecracker Tornado
Inferno Tower Bats
Bats Arrows Firecracker Tornado
Inferno Tower
Inferno Tower Tornado Electro Giant Fisherman
Bats Arrows Firecracker Inferno Tower Tornado Fisherman
Arrows Bats Firecracker Tornado Fisherman
Arrows Tornado Bats Firecracker Fisherman
Inferno Tower Tornado Fisherman
Bats Arrows Firecracker Electro Giant Fisherman

Counters to secondary win conditions

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

Inferno Tower Electro Giant Fisherman
Arrows Firecracker Fisherman
Bats Inferno Tower Fisherman
Bats Inferno Tower Tornado Fisherman
Inferno Tower Fisherman
Arrows Firecracker Electro Giant Bats Tornado
Bats Inferno Tower
Inferno Tower Fisherman
Bats Firecracker Inferno Tower Tornado
Inferno Tower
Bats Inferno Tower
Arrows Tornado Electro Giant
Inferno Tower
Firecracker Electro Giant
Inferno Tower Electro Giant Bats Firecracker Tornado Fisherman
Bats Arrows Firecracker Inferno Tower Electro Giant
Arrows 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.)

Arrows Firecracker
Arrows Firecracker Tornado Fisherman
Arrows
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker Electro Giant Bats Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado
Arrows Firecracker Tornado Fisherman
Bats Tornado Fisherman
Firecracker Arrows Tornado Fisherman
Arrows Firecracker Tornado
Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker
Arrows Firecracker
Arrows Tornado
Bats Fisherman
Arrows Firecracker Fisherman
Arrows Firecracker Tornado Electro Giant
Arrows Tornado
Tornado Fisherman
Arrows
Arrows Firecracker Tornado Electro Giant
Fisherman
Arrows Firecracker Tornado Fisherman
Arrows Tornado Fisherman
Arrows Firecracker Tornado Fisherman
Bats Arrows Firecracker Tornado Electro Giant
Bats Firecracker Electro Giant
Arrows
Arrows Firecracker
Arrows Firecracker
Bats
Arrows Firecracker Tornado
Arrows
Firecracker
Arrows Firecracker
Arrows Tornado Electro Giant
Firecracker
Electro Giant Bats Firecracker Tornado
Firecracker Bats Tornado
Firecracker Tornado Electro Giant
Firecracker

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