My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Great!
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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Zappies 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.

Royal Giant Zappies Hunter Giant Skeleton 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.

Fireball 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.

Fireball

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 Giant Skeleton

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 Giant Skeleton

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 Giant Skeleton Fisherman
Giant Snowball
Zappies Fisherman
Zap
Royal Giant Zappies Fisherman
Barbarian Barrel
Electro Spirit Zappies Hunter Giant Skeleton
The Log
Electro Spirit Royal Giant Zappies Hunter Giant Skeleton Fisherman
Earthquake
Zappies
Arrows
Electro Spirit Zappies
Royal Delivery
Electro Spirit Zappies Hunter Giant Skeleton Fisherman
Fireball
Zappies Hunter Fisherman
Poison
Zappies Hunter Fisherman
Lightning
Hunter Fisherman
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Hunter 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.

Electro Spirit Giant Skeleton

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

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

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.

Electro Spirit The Log Fisherman Fireball Zappies Hunter Royal Giant Giant Skeleton

Shortest cycle

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

10 Electro Spirit The Log Fisherman Fireball

Attack Synergies 4 12

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.

Electro Spirit
Royal Giant Fireball Giant Skeleton
Royal Giant
Fireball Hunter Fisherman Electro Spirit Zappies Giant Skeleton The Log
Fireball
Royal Giant Electro Spirit The Log
Zappies
Royal Giant Giant Skeleton
Hunter
Royal Giant Fisherman Giant Skeleton
Giant Skeleton
Electro Spirit Royal Giant Zappies Hunter The Log Fisherman
The Log
Royal Giant Fireball Giant Skeleton Fisherman
Fisherman
Royal Giant Hunter Giant Skeleton The Log

Defense Synergies 2 11

Electro Spirit
Hunter The Log Fisherman
Royal Giant
Fireball
The Log Zappies
Zappies
Fireball Giant Skeleton The Log Fisherman
Hunter
Fisherman Electro Spirit Giant Skeleton The Log
Giant Skeleton
Zappies Hunter The Log
The Log
Fireball Electro Spirit Zappies Hunter Giant Skeleton Fisherman
Fisherman
Hunter Electro Spirit Zappies The Log

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.

Fireball Zappies The Log
Hunter Zappies The Log Fisherman
Hunter Fisherman Zappies Giant Skeleton
Hunter Zappies Fisherman
Fireball Giant Skeleton The Log
Fireball The Log Electro Spirit Zappies Hunter
Hunter Electro Spirit Fireball Zappies
Electro Spirit Fireball Giant Skeleton The Log
Zappies Hunter Fisherman
Zappies Hunter Giant Skeleton Fisherman
Electro Spirit Fireball Zappies Hunter Giant Skeleton The Log Fisherman
Hunter Fireball Zappies
Hunter Fireball Zappies Giant Skeleton The Log
Fireball Electro Spirit Zappies Hunter The Log
Zappies Hunter
Fireball Zappies Hunter The Log Fisherman
Fireball Zappies Hunter Fisherman
Fireball Electro Spirit Zappies Hunter The Log Fisherman
Hunter The Log Electro Spirit Fireball Zappies Giant Skeleton Fisherman
Zappies Hunter Fisherman
Electro Spirit Fireball Zappies Hunter Giant Skeleton The Log Fisherman

Counters to secondary win conditions

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

Fireball Zappies Giant Skeleton Fisherman
Fireball Hunter The Log Fisherman
Zappies Giant Skeleton Hunter The Log Fisherman
Hunter Giant Skeleton Fireball Zappies The Log Fisherman
Giant Skeleton Zappies Hunter Fisherman
Fireball Electro Spirit Zappies Hunter
Fireball Zappies Hunter Giant Skeleton
Giant Skeleton Zappies Hunter Fisherman
Giant Skeleton Electro Spirit Fireball Zappies The Log
Zappies
Zappies Hunter Giant Skeleton
Fireball Giant Skeleton The Log
Giant Skeleton Fireball Zappies Hunter
Fireball Zappies
Zappies Electro Spirit Fireball Hunter Giant Skeleton The Log Fisherman
Electro Spirit Fireball Zappies Hunter Giant Skeleton The Log
Electro Spirit Fireball

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 Giant Skeleton The Log
Fireball The Log Fisherman
Fireball Giant Skeleton The Log
Fireball Giant Skeleton The Log
Fireball The Log
Fireball Electro Spirit Hunter
The Log
Fireball The Log Hunter
Fireball The Log Fisherman
Fireball Fisherman
Fireball The Log Fisherman
Fireball
Fireball Hunter The Log Fisherman
Fireball Fisherman
Fireball The Log Fisherman
Fireball Hunter The Log
Fireball The Log
Fireball
Fisherman
Fireball Hunter The Log Fisherman
Fireball The Log
Fireball Giant Skeleton The Log
Fireball
The Log Fisherman
Fireball The Log
The Log Electro Spirit Fireball Hunter
Fisherman
Fireball The Log Hunter Fisherman
Fireball The Log Fisherman
Fireball The Log Fisherman
Fireball Hunter
Electro Spirit Fireball Zappies
Fireball
Fireball Hunter The Log
Electro Spirit Fireball Zappies
Giant Skeleton
Fireball The Log
Electro Spirit Fireball Zappies
Fireball Zappies Hunter
The Log Fireball
Fireball Hunter
The Log Fireball
Fireball Giant Skeleton
Electro Spirit Fireball Zappies Giant Skeleton The Log
Fireball Zappies
Fireball Giant Skeleton The Log
Fireball

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