My Best Clash Royale Deck

Deck Check Rating

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

3 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 No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. 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.

Fire Spirit Goblin Giant

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.

Skeleton Barrel Goblin Giant Fisherman Mega Knight Goblinstein

Offensive cards

Win conditions

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

Skeleton Barrel Goblin Giant

Damage spells

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

Zap Void

Punishments

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

Skeleton Barrel Goblin Giant Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Skeleton Barrel Goblin Giant 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.

Skeleton Barrel

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
Skeleton Barrel Fisherman
Giant Snowball
Fire Spirit Skeleton Barrel Fisherman
Zap
Fire Spirit Skeleton Barrel Goblin Giant Fisherman
Barbarian Barrel
Fire Spirit Skeleton Barrel
The Log
Fire Spirit Skeleton Barrel Fisherman
Earthquake
Arrows
Fire Spirit Skeleton Barrel
Royal Delivery
Fire Spirit Skeleton Barrel Fisherman
Fireball
Skeleton Barrel Fisherman
Poison
Skeleton Barrel Fisherman
Lightning
Fisherman Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Mega Knight

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.

Fire Spirit Skeleton Barrel Mega Knight

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.

Fire 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.

Fire Spirit Zap Skeleton Barrel Void Fisherman Goblinstein Goblin Giant Mega Knight

Shortest cycle

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

9 Fire Spirit Zap Skeleton Barrel Void

Attack Synergies 2 14

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.

Fire Spirit
Zap Skeleton Barrel Goblin Giant Fisherman
Zap
Void Goblin Giant Fire Spirit Skeleton Barrel Fisherman Mega Knight
Skeleton Barrel
Fire Spirit Zap Goblin Giant Fisherman Mega Knight
Void
Zap Goblin Giant
Goblin Giant
Zap Fire Spirit Skeleton Barrel Void Fisherman Goblinstein
Fisherman
Fire Spirit Zap Skeleton Barrel Goblin Giant Mega Knight
Mega Knight
Zap Skeleton Barrel Fisherman
Goblinstein
Goblin Giant

Defense Synergies 2 6

Fire Spirit
Zap
Zap
Goblin Giant Mega Knight Fire Spirit Skeleton Barrel Void Fisherman
Skeleton Barrel
Zap Mega Knight
Void
Zap
Goblin Giant
Zap
Fisherman
Zap Mega Knight
Mega Knight
Zap Skeleton Barrel Fisherman
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.

Zap Skeleton Barrel Void Goblin Giant
Zap Fisherman Mega Knight
Fisherman Mega Knight Fire Spirit Void
Fisherman Mega Knight
Mega Knight
Fire Spirit Zap Mega Knight
Fire Spirit Zap Void
Zap Skeleton Barrel Void Goblin Giant Mega Knight
Fisherman
Fire Spirit Fisherman Mega Knight
Zap Goblin Giant Fisherman Mega Knight
Zap
Mega Knight Fire Spirit Zap
Fire Spirit Mega Knight Zap
Mega Knight
Zap Fisherman Mega Knight Goblinstein
Mega Knight Fisherman
Fire Spirit Mega Knight Zap Fisherman
Zap Fire Spirit Fisherman Mega Knight
Fisherman
Mega Knight Fire Spirit Goblin Giant Fisherman
Fisherman

Counters to secondary win conditions

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

Mega Knight Zap Void Fisherman
Void Zap Skeleton Barrel Fisherman Mega Knight
Mega Knight Zap Goblin Giant Fisherman
Mega Knight Zap Goblin Giant Fisherman
Goblin Giant Fisherman Mega Knight
Fire Spirit Goblinstein Zap Skeleton Barrel Goblin Giant
Void Goblin Giant
Mega Knight Goblin Giant Fisherman
Zap Void Mega Knight Goblinstein
Goblin Giant
Mega Knight
Mega Knight Zap Void Goblin Giant
Mega Knight Goblin Giant
Mega Knight
Zap Goblin Giant Fisherman Goblinstein
Mega Knight Zap
Zap Void

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.)

Skeleton Barrel Void
Void Zap Skeleton Barrel Fisherman
Skeleton Barrel Void Goblin Giant
Skeleton Barrel Void
Fire Spirit Zap Mega Knight Goblinstein
Goblinstein Fire Spirit Zap Skeleton Barrel Goblin Giant
Fire Spirit
Fire Spirit Zap Skeleton Barrel
Void Zap Skeleton Barrel Fisherman
Fire Spirit Void Fisherman
Void Zap Skeleton Barrel Fisherman
Void Fire Spirit Zap
Fire Spirit Skeleton Barrel Void Fisherman
Skeleton Barrel Void Fisherman
Zap Skeleton Barrel Fisherman
Zap Skeleton Barrel
Skeleton Barrel Mega Knight
Fisherman
Void Fire Spirit Zap Skeleton Barrel Fisherman Mega Knight
Fire Spirit Zap Skeleton Barrel Void Mega Knight
Void Mega Knight
Void
Void Fisherman
Zap Skeleton Barrel Void
Zap Fire Spirit Mega Knight Goblinstein
Fisherman
Void Zap Skeleton Barrel Fisherman
Void Zap Skeleton Barrel Fisherman Mega Knight
Void Zap Skeleton Barrel Fisherman
Fire Spirit Zap Void
Zap Skeleton Barrel Void Goblinstein
Void
Void Zap Mega Knight
Zap Void
Mega Knight
Zap Skeleton Barrel Fire Spirit Void Goblinstein
Fire Spirit Zap
Void Mega Knight
Zap Skeleton Barrel
Void Zap
Mega Knight
Zap
Zap Void
Void Zap Skeleton Barrel Goblin Giant Mega Knight
Void Mega Knight
Void Fisherman

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