My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Good
F2P score
Mediocre

1 problems 2 warnings Why?

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Hunter

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.

Skeletons Royal Giant Hunter Royal Ghost Fisherman

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 Rage

Punishments

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

Royal Giant Royal Ghost

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 Royal Giant 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.

Electro Spirit Royal Ghost

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 Fisherman
Zap
Skeletons Royal Giant Fisherman
Barbarian Barrel
Skeletons Electro Spirit Hunter Royal Ghost
The Log
Skeletons Electro Spirit Royal Giant Hunter Fisherman
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit Hunter Royal Ghost Fisherman
Fireball
Hunter Fisherman
Poison
Hunter Fisherman
Lightning
Hunter Fisherman
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Hunter 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.

Electro Spirit Arrows Rage 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

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 Electro Spirit Rage Arrows Royal Ghost Fisherman Hunter Royal Giant

Shortest cycle

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

7 Skeletons Electro Spirit Rage Arrows

Attack Synergies 4 3

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
Royal Giant
Arrows
Royal Giant
Royal Giant
Arrows Hunter Fisherman Electro Spirit Royal Ghost
Rage
Hunter
Royal Giant Fisherman
Royal Ghost
Royal Giant Fisherman
Fisherman
Royal Giant Hunter Royal Ghost

Defense Synergies 2 5

Skeletons
Fisherman Electro Spirit Hunter Royal Ghost
Electro Spirit
Skeletons Hunter Fisherman
Arrows
Royal Giant
Rage
Hunter
Fisherman Skeletons Electro Spirit
Royal Ghost
Skeletons
Fisherman
Skeletons Hunter Electro Spirit

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.

Hunter Skeletons Fisherman
Hunter Fisherman Skeletons
Hunter Skeletons Fisherman
Arrows
Arrows Skeletons Electro Spirit Hunter Royal Ghost
Hunter Electro Spirit Arrows
Electro Spirit Arrows
Hunter Skeletons Fisherman
Skeletons Hunter Royal Ghost Fisherman
Skeletons Electro Spirit Arrows Hunter Royal Ghost Fisherman
Arrows Hunter
Hunter Skeletons
Electro Spirit Arrows Hunter Royal Ghost
Hunter
Hunter Fisherman
Skeletons Arrows Hunter Fisherman
Arrows Electro Spirit Hunter Royal Ghost Fisherman
Arrows Hunter Electro Spirit Royal Ghost Fisherman
Hunter Fisherman
Royal Ghost Electro Spirit Arrows Hunter Fisherman

Counters to secondary win conditions

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

Skeletons Royal Ghost Fisherman
Arrows Hunter Royal Ghost Fisherman
Skeletons Hunter Fisherman
Hunter Fisherman
Skeletons Hunter Fisherman
Arrows Skeletons Electro Spirit Hunter
Skeletons Hunter
Hunter Fisherman
Skeletons Electro Spirit
Skeletons
Hunter
Arrows
Skeletons Hunter
Skeletons Electro Spirit Hunter Fisherman
Arrows Electro Spirit Hunter Royal Ghost
Electro Spirit Arrows

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 Royal Ghost
Arrows Royal Ghost Fisherman
Arrows
Arrows
Arrows
Arrows Electro Spirit Hunter
Arrows
Arrows Hunter
Arrows Fisherman
Fisherman
Arrows Fisherman
Arrows
Hunter Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Hunter
Arrows
Arrows
Fisherman
Arrows Hunter Fisherman
Arrows
Arrows
Fisherman
Arrows
Arrows Electro Spirit Hunter
Fisherman
Arrows Hunter Royal Ghost Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Hunter
Electro Spirit
Arrows Hunter
Electro Spirit Arrows
Arrows
Electro Spirit
Arrows Hunter
Arrows
Hunter
Arrows
Arrows
Electro Spirit
Royal Ghost

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