My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Rune Giant

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Cannon

Investments

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

Skeletons Royal Giant Musketeer Fisherman Monk

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.

Arrows The Log

Punishments

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

Royal Giant

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.

Royal Giant

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.

Monk

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 Royal Giant Fisherman
Giant Snowball
Skeletons Cannon Musketeer Fisherman
Zap
Skeletons Cannon Royal Giant Fisherman
Barbarian Barrel
Skeletons Cannon Musketeer
The Log
Skeletons Cannon Royal Giant Musketeer Fisherman
Earthquake
Skeletons Cannon
Arrows
Skeletons
Royal Delivery
Skeletons Musketeer Fisherman
Fireball
Cannon Musketeer Fisherman
Poison
Cannon Musketeer Fisherman
Lightning
Cannon Musketeer Fisherman Monk
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

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.

Arrows

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Arrows Cannon Fisherman Musketeer Monk Royal Giant

Shortest cycle

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

9 Skeletons The Log Arrows Cannon

Attack Synergies 2 6

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
Arrows
Royal Giant
Cannon
Royal Giant
Arrows Fisherman Musketeer The Log Monk
Musketeer
Royal Giant The Log Fisherman
The Log
Royal Giant Musketeer Fisherman
Fisherman
Royal Giant Musketeer The Log
Monk
Royal Giant

Defense Synergies 6 7

Skeletons
Cannon Musketeer Fisherman The Log Monk
Arrows
Cannon Monk
Cannon
Skeletons Musketeer The Log Arrows
Royal Giant
Musketeer
Skeletons Cannon The Log Fisherman
The Log
Cannon Musketeer Skeletons Fisherman
Fisherman
Skeletons Musketeer The Log Monk
Monk
Skeletons Arrows 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.

Cannon Musketeer The Log
Skeletons Cannon Musketeer The Log Fisherman Monk
Cannon Fisherman Skeletons Musketeer
Cannon Skeletons Musketeer Fisherman Monk
Arrows The Log Monk
Arrows The Log Skeletons Cannon Musketeer
Musketeer Arrows Cannon
Arrows Cannon Musketeer The Log Monk
Cannon Skeletons Musketeer Fisherman
Skeletons Cannon Musketeer Fisherman
Skeletons Arrows Cannon Musketeer The Log Fisherman
Arrows Musketeer
Cannon Skeletons Musketeer The Log
Arrows Cannon The Log
Cannon
Monk Cannon The Log Fisherman
Skeletons Arrows Cannon Musketeer Fisherman
Arrows Cannon Musketeer The Log Fisherman
Arrows The Log Cannon Musketeer Fisherman
Cannon Musketeer Fisherman
Arrows Cannon Musketeer The Log Fisherman
Cannon

Counters to secondary win conditions

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

Skeletons Fisherman
Arrows Musketeer The Log Fisherman Monk
Skeletons Musketeer The Log Fisherman
Musketeer The Log Fisherman Monk
Skeletons Cannon Musketeer Fisherman
Arrows Skeletons Musketeer Monk
Skeletons Musketeer
Fisherman
Skeletons The Log Monk
Skeletons Cannon Musketeer
Musketeer
Monk Arrows The Log
Skeletons Cannon
Cannon Musketeer
Skeletons Musketeer The Log Fisherman Monk
Arrows Cannon Musketeer The Log
Arrows Cannon

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 Musketeer The Log Monk
Arrows Monk Musketeer The Log Fisherman
Arrows The Log
Arrows Musketeer The Log
Arrows The Log
Arrows Musketeer Monk
Arrows Musketeer The Log
Arrows The Log
Arrows The Log Monk Fisherman
Musketeer Fisherman
Monk Arrows Musketeer The Log Fisherman
Monk Arrows Musketeer
Musketeer The Log Fisherman
Arrows Musketeer Fisherman Monk
Arrows Musketeer The Log Fisherman
Arrows Musketeer The Log
Arrows Musketeer The Log
Monk Arrows
Fisherman
Arrows Musketeer The Log Fisherman Monk
Arrows The Log Monk
Musketeer The Log Monk
Arrows
Musketeer The Log Fisherman Monk
Arrows Musketeer The Log Monk
Arrows The Log
Fisherman
Arrows The Log Musketeer Fisherman Monk
Arrows Musketeer The Log Fisherman Monk
Arrows Musketeer The Log Fisherman
Arrows Musketeer
Musketeer
Arrows Musketeer The Log
Arrows Monk
Arrows The Log Monk
Musketeer
Arrows Musketeer Monk
Arrows The Log
Musketeer
Arrows The Log Musketeer
Monk Arrows
Musketeer
Musketeer The Log
Musketeer
Musketeer The Log Monk
Monk

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