My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Goblin Curse Goblin Machine

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!
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.

Musketeer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Knight Musketeer Goblin Demolisher Fisherman

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Arrows

Punishments

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

Mortar

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.

Electro Spirit Knight Mortar

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

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 Goblin Demolisher Fisherman
Giant Snowball
Skeletons Musketeer Fisherman
Zap
Skeletons Mortar Fisherman
Barbarian Barrel
Skeletons Electro Spirit Knight Mortar Musketeer
The Log
Skeletons Electro Spirit Musketeer Goblin Demolisher Fisherman
Earthquake
Skeletons Mortar
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit Knight Musketeer Goblin Demolisher Fisherman
Fireball
Mortar Musketeer Fisherman
Poison
Mortar Musketeer Fisherman
Lightning
Knight Mortar Musketeer Fisherman
Rocket
Mortar Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Mortar Goblin Demolisher

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 Arrows Knight Goblin Demolisher

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.

Musketeer

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Arrows Knight Fisherman Mortar Musketeer Goblin Demolisher

Shortest cycle

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

8 Skeletons Electro Spirit Arrows Knight

Attack Synergies 2 4

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
Electro Spirit
Arrows
Knight Mortar
Knight
Mortar Musketeer Arrows
Mortar
Knight Arrows Musketeer
Musketeer
Knight Mortar Fisherman
Goblin Demolisher
Fisherman
Musketeer

Defense Synergies 3 10

Skeletons
Musketeer Fisherman Electro Spirit Knight Mortar
Electro Spirit
Skeletons Fisherman
Arrows
Knight Mortar
Knight
Musketeer Skeletons Arrows Mortar Fisherman
Mortar
Skeletons Arrows Knight Musketeer
Musketeer
Skeletons Knight Mortar Fisherman
Goblin Demolisher
Fisherman
Skeletons Electro Spirit Knight Musketeer

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.

Knight Mortar Musketeer
Skeletons Knight Mortar Musketeer Fisherman
Mortar Fisherman Skeletons Knight Musketeer
Skeletons Knight Mortar Musketeer Fisherman
Arrows
Arrows Skeletons Electro Spirit Musketeer
Musketeer Electro Spirit Arrows Mortar
Electro Spirit Arrows Musketeer
Skeletons Mortar Musketeer Fisherman
Knight Skeletons Musketeer Fisherman
Skeletons Electro Spirit Arrows Knight Musketeer Fisherman
Arrows Musketeer
Mortar Skeletons Knight Musketeer
Electro Spirit Arrows Mortar
Knight Mortar
Mortar Fisherman
Skeletons Arrows Knight Mortar Musketeer Fisherman
Arrows Mortar Electro Spirit Knight Musketeer Fisherman
Arrows Mortar Electro Spirit Knight Musketeer Fisherman
Mortar Musketeer Fisherman
Electro Spirit Arrows Knight Musketeer Fisherman

Counters to secondary win conditions

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

Knight Skeletons Fisherman
Arrows Knight Mortar Musketeer Fisherman
Skeletons Knight Musketeer Fisherman
Knight Musketeer Fisherman
Skeletons Knight Musketeer Fisherman
Arrows Skeletons Electro Spirit Musketeer
Skeletons Knight Musketeer
Knight Fisherman
Skeletons Electro Spirit Knight Mortar
Skeletons Musketeer
Knight Musketeer
Arrows
Skeletons Knight
Musketeer
Skeletons Electro Spirit Knight Mortar Musketeer Fisherman
Arrows Electro Spirit Musketeer

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 Knight Mortar Musketeer
Arrows Mortar Musketeer Fisherman
Arrows
Arrows Knight Musketeer
Arrows Mortar
Arrows Electro Spirit Musketeer
Arrows Mortar Musketeer
Arrows
Arrows Mortar Fisherman
Musketeer Fisherman
Arrows Knight Mortar Musketeer Fisherman
Arrows Musketeer
Knight Mortar Musketeer Fisherman
Arrows Mortar Musketeer Fisherman
Arrows Mortar Musketeer Fisherman
Arrows Mortar Musketeer
Arrows Mortar Musketeer
Arrows Mortar
Fisherman
Arrows Mortar Musketeer Fisherman
Arrows Mortar
Musketeer
Arrows
Musketeer Fisherman
Arrows Mortar Musketeer
Arrows Electro Spirit Mortar
Fisherman
Arrows Mortar Musketeer Fisherman
Arrows Mortar Musketeer Fisherman
Arrows Mortar Musketeer Fisherman
Arrows Musketeer
Electro Spirit Musketeer
Arrows Mortar Musketeer
Electro Spirit Arrows
Arrows
Electro Spirit Musketeer
Arrows Musketeer
Arrows
Knight Musketeer
Arrows Mortar Musketeer
Arrows
Musketeer
Electro Spirit Musketeer
Musketeer
Mortar Musketeer

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