My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Flying Machine

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.

Flying Machine 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.

Zap Goblin Curse Poison

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.

Poison

Dropped at the bridge

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

Fire Spirit Barbarians Flying Machine Electro Giant

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
Goblin Curse Fisherman
Giant Snowball
Fire Spirit Barbarians Flying Machine Goblin Curse Fisherman
Zap
Fire Spirit Flying Machine Goblin Curse Fisherman
Barbarian Barrel
Fire Spirit Barbarians Goblin Curse
The Log
Fire Spirit Barbarians Goblin Curse Fisherman
Earthquake
Barbarians
Arrows
Fire Spirit Flying Machine Goblin Curse
Royal Delivery
Fire Spirit Barbarians Flying Machine Fisherman
Fireball
Barbarians Flying Machine Fisherman
Poison
Barbarians Flying Machine Goblin Curse Fisherman
Lightning
Fisherman
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Poison Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Poison 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.

Fire Spirit Goblin Curse Poison 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.

Fire Spirit Barbarians

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Goblin Curse Fisherman Flying Machine Poison Barbarians Electro Giant

Shortest cycle

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

8 Fire Spirit Zap Goblin Curse Fisherman

Attack Synergies 2 7

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 Goblin Curse Fisherman
Zap
Goblin Curse Fire Spirit Flying Machine Poison Fisherman
Barbarians
Flying Machine
Zap
Goblin Curse
Zap Poison Fire Spirit
Poison
Goblin Curse Zap
Electro Giant
Fisherman
Fisherman
Fire Spirit Zap Electro Giant

Defense Synergies 0 7

Fire Spirit
Zap
Zap
Fire Spirit Barbarians Flying Machine Poison Fisherman
Barbarians
Zap
Flying Machine
Zap Fisherman
Goblin Curse
Poison
Zap
Electro Giant
Fisherman
Fisherman
Zap Flying Machine 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.

Zap Flying Machine
Barbarians Zap Flying Machine Goblin Curse Fisherman
Barbarians Fisherman Fire Spirit Goblin Curse
Barbarians Goblin Curse Fisherman
Barbarians Poison
Fire Spirit Zap Flying Machine
Fire Spirit Zap Flying Machine Goblin Curse Poison
Zap Barbarians Flying Machine Poison Electro Giant
Barbarians Goblin Curse Fisherman
Fire Spirit Barbarians Fisherman
Barbarians Goblin Curse Poison Zap Flying Machine Electro Giant Fisherman
Zap Flying Machine Goblin Curse Poison
Barbarians Fire Spirit Zap Flying Machine Goblin Curse
Fire Spirit Zap Barbarians Goblin Curse Poison
Barbarians Goblin Curse
Barbarians Zap Goblin Curse Electro Giant Fisherman
Barbarians Poison Fisherman
Fire Spirit Zap Barbarians Flying Machine Fisherman
Zap Poison Fire Spirit Barbarians Flying Machine Goblin Curse Fisherman
Barbarians Goblin Curse Fisherman
Fire Spirit Barbarians Flying Machine Goblin Curse Poison Electro Giant Fisherman

Counters to secondary win conditions

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

Barbarians Zap Electro Giant Fisherman
Poison Zap Flying Machine Fisherman
Barbarians Zap Fisherman
Zap Barbarians Fisherman
Barbarians Goblin Curse Fisherman
Fire Spirit Poison Electro Giant Zap Flying Machine Goblin Curse
Barbarians Flying Machine
Barbarians Goblin Curse Fisherman
Zap Barbarians Flying Machine Poison
Barbarians Goblin Curse
Barbarians Flying Machine
Zap Barbarians Poison Electro Giant
Barbarians Goblin Curse
Barbarians Flying Machine Goblin Curse Electro Giant
Barbarians Electro Giant Zap Flying Machine Poison Fisherman
Poison Zap Barbarians Flying Machine Goblin Curse Electro Giant
Zap

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.)

Poison Flying Machine
Poison Zap Flying Machine Goblin Curse Fisherman
Flying Machine Poison
Barbarians Flying Machine Poison
Poison Fire Spirit Zap Goblin Curse
Poison Electro Giant Fire Spirit Zap Flying Machine Goblin Curse
Fire Spirit Flying Machine Poison
Poison Fire Spirit Zap Flying Machine Goblin Curse
Poison Zap Flying Machine Fisherman
Fire Spirit Poison Fisherman
Poison Zap Flying Machine Fisherman
Poison Fire Spirit Zap Flying Machine Goblin Curse
Flying Machine Poison Fire Spirit Fisherman
Flying Machine Poison Fisherman
Zap Flying Machine Poison Fisherman
Zap Flying Machine Poison
Flying Machine Poison
Poison
Fisherman
Fire Spirit Zap Flying Machine Poison Fisherman
Fire Spirit Zap Flying Machine Goblin Curse Poison Electro Giant
Poison
Poison
Fisherman
Zap Barbarians Flying Machine Poison
Zap Goblin Curse Poison Electro Giant Fire Spirit
Fisherman
Poison Zap Flying Machine Fisherman
Zap Flying Machine Poison Fisherman
Poison Zap Goblin Curse Fisherman
Poison Fire Spirit Zap Flying Machine Goblin Curse Electro Giant
Zap Flying Machine Poison Electro Giant
Poison Zap
Zap Poison
Goblin Curse Poison
Zap Fire Spirit Barbarians Flying Machine
Poison Fire Spirit Zap Flying Machine Goblin Curse
Poison Flying Machine
Zap Flying Machine Poison
Zap Poison Electro Giant
Flying Machine
Zap Electro Giant Flying Machine Poison
Zap Flying Machine Poison
Poison Zap Flying Machine Electro Giant

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