My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Hunter

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.

Royal Giant Hunter Royal Ghost Fisherman Mega Knight

Offensive cards

Win conditions

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

Royal 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.

Royal Giant Royal Ghost Mega Knight

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.

Electro Spirit Royal Giant Royal Ghost Mega Knight

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 Spirit Royal Ghost

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 Fisherman
Giant Snowball
Fisherman
Zap
Royal Giant Fisherman
Barbarian Barrel
Electro Spirit Hunter Royal Ghost
The Log
Electro Spirit Royal Giant Hunter Fisherman
Earthquake
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Hunter Royal Ghost Fisherman
Fireball
Hunter Fisherman
Poison
Hunter Fisherman
Lightning
Hunter Fisherman
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Hunter The Log Royal Ghost Mega Knight

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 Spirit Royal Ghost Mega Knight

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 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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit The Log Royal Ghost Fisherman Fireball Hunter Royal Giant Mega Knight

Shortest cycle

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

9 Electro Spirit The Log Royal Ghost Fisherman

Attack Synergies 4 12

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.

Electro Spirit
Royal Giant Fireball
Royal Giant
Fireball Hunter Fisherman Electro Spirit The Log Royal Ghost
Fireball
Royal Giant Electro Spirit The Log Mega Knight
Hunter
Royal Giant Fisherman Mega Knight
The Log
Royal Giant Fireball Fisherman Mega Knight
Royal Ghost
Royal Giant Fisherman Mega Knight
Fisherman
Royal Giant Hunter The Log Royal Ghost Mega Knight
Mega Knight
Fireball Hunter The Log Royal Ghost Fisherman

Defense Synergies 2 11

Electro Spirit
Hunter The Log Fisherman
Royal Giant
Fireball
The Log Mega Knight
Hunter
Fisherman Electro Spirit The Log Mega Knight
The Log
Fireball Electro Spirit Hunter Royal Ghost Fisherman Mega Knight
Royal Ghost
The Log Mega Knight
Fisherman
Hunter Electro Spirit The Log Mega Knight
Mega Knight
Fireball Hunter The Log Royal Ghost Fisherman

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.

Fireball The Log
Hunter The Log Fisherman Mega Knight
Hunter Fisherman Mega Knight
Hunter Fisherman Mega Knight
Fireball The Log Mega Knight
Fireball The Log Electro Spirit Hunter Royal Ghost Mega Knight
Hunter Electro Spirit Fireball
Electro Spirit Fireball The Log Mega Knight
Hunter Fisherman
Hunter Royal Ghost Fisherman Mega Knight
Electro Spirit Fireball Hunter The Log Royal Ghost Fisherman Mega Knight
Hunter Fireball
Hunter Mega Knight Fireball The Log
Fireball Mega Knight Electro Spirit Hunter The Log Royal Ghost
Hunter Mega Knight
Fireball Hunter The Log Fisherman Mega Knight
Mega Knight Fireball Hunter Fisherman
Fireball Mega Knight Electro Spirit Hunter The Log Royal Ghost Fisherman
Hunter The Log Electro Spirit Fireball Royal Ghost Fisherman Mega Knight
Hunter Fisherman
Royal Ghost Mega Knight Electro Spirit Fireball Hunter The Log Fisherman

Counters to secondary win conditions

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

Mega Knight Fireball Royal Ghost Fisherman
Fireball Hunter The Log Royal Ghost Fisherman Mega Knight
Mega Knight Hunter The Log Fisherman
Hunter Mega Knight Fireball The Log Fisherman
Hunter Fisherman Mega Knight
Fireball Electro Spirit Hunter
Fireball Hunter
Mega Knight Hunter Fisherman
Mega Knight Electro Spirit Fireball The Log
Mega Knight Hunter
Mega Knight Fireball The Log
Mega Knight Fireball Hunter
Fireball Mega Knight
Electro Spirit Fireball Hunter The Log Fisherman
Mega Knight Electro Spirit Fireball Hunter The Log Royal Ghost
Electro Spirit 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 Royal Ghost
Fireball The Log Royal Ghost Fisherman
Fireball The Log
Fireball The Log
Fireball The Log Mega Knight
Fireball Electro Spirit Hunter
The Log
Fireball The Log Hunter
Fireball The Log Fisherman
Fireball Fisherman
Fireball The Log Fisherman
Fireball
Fireball Hunter The Log Fisherman
Fireball Fisherman
Fireball The Log Fisherman
Fireball Hunter The Log
Fireball The Log Mega Knight
Fireball
Fisherman
Fireball Hunter The Log Fisherman Mega Knight
Fireball The Log Mega Knight
Fireball The Log Mega Knight
Fireball
The Log Fisherman
Fireball The Log
The Log Electro Spirit Fireball Hunter Mega Knight
Fisherman
Fireball The Log Hunter Royal Ghost Fisherman
Fireball The Log Fisherman Mega Knight
Fireball The Log Fisherman
Fireball Hunter
Electro Spirit Fireball
Fireball
Fireball Hunter The Log Mega Knight
Electro Spirit Fireball
Mega Knight
Fireball The Log
Electro Spirit Fireball
Fireball Hunter
The Log Fireball
Fireball Hunter Mega Knight
The Log Fireball
Fireball
Mega Knight
Electro Spirit Fireball The Log
Fireball
Fireball The Log Royal Ghost Mega Knight
Fireball Mega Knight

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