My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Great!
Synergy
Great!
Versatility
Bad
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 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.

Baby Dragon Electro Wizard

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 Baby Dragon Royal Ghost Fisherman Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Goblin Barrel

Damage spells

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

Zap Fireball

Punishments

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

Royal Giant Goblin Barrel Royal Ghost

Pump responses

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

Fireball Goblin Barrel

Dropped at the bridge

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

Royal Giant Baby Dragon Royal Ghost

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.

Goblin Barrel Royal Ghost Electro Wizard

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 Goblin Barrel Fisherman
Giant Snowball
Goblin Barrel Baby Dragon Fisherman
Zap
Royal Giant Goblin Barrel Fisherman
Barbarian Barrel
Goblin Barrel Royal Ghost Electro Wizard
The Log
Royal Giant Goblin Barrel Fisherman
Earthquake
Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Goblin Barrel Baby Dragon Royal Ghost Fisherman Electro Wizard
Fireball
Goblin Barrel Baby Dragon Fisherman Electro Wizard
Poison
Fisherman Electro Wizard
Lightning
Baby Dragon Fisherman Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Baby Dragon Royal Ghost

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.

Baby Dragon Royal Ghost

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 Goblin Barrel

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 Goblin Barrel Electro Wizard

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.

Zap Goblin Barrel Royal Ghost Fisherman Fireball Baby Dragon Electro Wizard Royal Giant

Shortest cycle

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

11 Zap Goblin Barrel Royal Ghost Fisherman

Attack Synergies 5 15

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.

Zap
Fireball Electro Wizard Royal Giant Baby Dragon Royal Ghost Fisherman
Royal Giant
Fireball Goblin Barrel Fisherman Zap Baby Dragon Royal Ghost Electro Wizard
Fireball
Zap Royal Giant Baby Dragon Electro Wizard
Goblin Barrel
Royal Giant Baby Dragon Royal Ghost
Baby Dragon
Zap Royal Giant Fireball Goblin Barrel Fisherman Electro Wizard
Royal Ghost
Zap Royal Giant Goblin Barrel Fisherman Electro Wizard
Fisherman
Royal Giant Zap Baby Dragon Royal Ghost
Electro Wizard
Zap Royal Giant Fireball Baby Dragon Royal Ghost

Defense Synergies 2 5

Zap
Fireball Electro Wizard Baby Dragon Royal Ghost Fisherman
Royal Giant
Fireball
Zap Electro Wizard
Goblin Barrel
Baby Dragon
Zap
Royal Ghost
Zap Electro Wizard
Fisherman
Zap
Electro Wizard
Zap Fireball Royal Ghost

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 Fireball Baby Dragon Electro Wizard
Zap Fisherman Electro Wizard
Fisherman Electro Wizard
Fisherman Electro Wizard
Fireball
Fireball Zap Baby Dragon Royal Ghost Electro Wizard
Electro Wizard Zap Fireball Baby Dragon
Zap Fireball Baby Dragon Electro Wizard
Fisherman
Royal Ghost Fisherman Electro Wizard
Electro Wizard Zap Fireball Baby Dragon Royal Ghost Fisherman
Zap Fireball Baby Dragon Electro Wizard
Zap Fireball Electro Wizard
Fireball Zap Baby Dragon Royal Ghost Electro Wizard
Electro Wizard
Zap Fireball Fisherman Electro Wizard
Fireball Fisherman Electro Wizard
Fireball Zap Baby Dragon Royal Ghost Fisherman Electro Wizard
Zap Baby Dragon Fireball Royal Ghost Fisherman Electro Wizard
Fisherman Electro Wizard
Royal Ghost Fireball Baby Dragon Fisherman Electro Wizard

Counters to secondary win conditions

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

Zap Fireball Royal Ghost Fisherman Electro Wizard
Fireball Electro Wizard Zap Baby Dragon Royal Ghost Fisherman
Zap Fisherman Electro Wizard
Zap Fireball Fisherman Electro Wizard
Fisherman
Fireball Zap Baby Dragon Electro Wizard
Fireball Electro Wizard
Fisherman
Zap Electro Wizard Fireball Baby Dragon
Zap Fireball Electro Wizard
Fireball
Fireball Baby Dragon
Electro Wizard Zap Fireball Baby Dragon Fisherman
Zap Fireball Baby Dragon Royal Ghost Electro Wizard
Zap Fireball Electro Wizard
Fisherman
Fisherman

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 Baby Dragon Royal Ghost
Fireball Zap Baby Dragon Royal Ghost Fisherman Electro Wizard
Fireball Baby Dragon
Fireball
Fireball Zap Baby Dragon
Fireball Zap Baby Dragon
Baby Dragon
Fireball Zap Baby Dragon
Fireball Zap Fisherman
Fireball Fisherman Electro Wizard
Zap Fireball Fisherman Electro Wizard
Fireball Zap Baby Dragon
Fireball Baby Dragon Fisherman
Fireball Baby Dragon Fisherman
Zap Fireball Baby Dragon Fisherman
Zap Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Fisherman
Zap Fireball Baby Dragon Fisherman Electro Wizard
Zap Fireball Baby Dragon
Fireball Baby Dragon
Fireball
Fisherman
Zap Fireball Baby Dragon
Zap Fireball Baby Dragon
Fisherman
Fireball Zap Baby Dragon Royal Ghost Fisherman Electro Wizard
Fireball Zap Baby Dragon Fisherman
Fireball Zap Baby Dragon Fisherman
Zap Fireball Baby Dragon Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball
Zap Fireball Electro Wizard
Fireball
Zap Electro Wizard Fireball
Fireball Zap Baby Dragon Electro Wizard
Fireball
Fireball Baby Dragon Electro Wizard
Zap Fireball Baby Dragon
Zap Fireball
Zap Fireball Baby Dragon Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball Baby Dragon Royal Ghost Electro Wizard
Fireball
Fisherman

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