My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 warnings Why?

Missing cards in your collection

Goblin Curse Royal Ghost Skeleton King Mighty Miner Archer Queen

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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Zappies Magic Archer

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 Zappies Giant Electro Giant Fisherman Magic Archer

Offensive cards

Win conditions

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

Giant Electro Giant

Damage spells

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

Rage

Punishments

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

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.

Heal Spirit Giant Electro Giant Magic Archer

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.

Magic Archer

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 Giant Fisherman
Giant Snowball
Skeletons Zappies Fisherman
Zap
Skeletons Zappies Fisherman
Barbarian Barrel
Skeletons Heal Spirit Zappies Magic Archer
The Log
Skeletons Heal Spirit Zappies Fisherman
Earthquake
Skeletons Zappies
Arrows
Skeletons Heal Spirit Zappies
Royal Delivery
Skeletons Heal Spirit Zappies Fisherman Magic Archer
Fireball
Zappies Fisherman Magic Archer
Poison
Zappies Fisherman Magic Archer
Lightning
Fisherman Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Giant Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Giant Magic Archer

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.

Heal Spirit Rage 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.

Heal Spirit

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Heal Spirit Rage Fisherman Zappies Magic Archer Giant Electro Giant

Shortest cycle

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

7 Skeletons Heal Spirit Rage Fisherman

Attack Synergies 1 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.

Skeletons
Heal Spirit
Zappies Giant
Zappies
Heal Spirit Giant Rage
Giant
Rage Heal Spirit Zappies Fisherman Magic Archer
Rage
Giant Zappies
Electro Giant
Fisherman
Fisherman
Giant Electro Giant
Magic Archer
Giant

Defense Synergies 1 6

Skeletons
Fisherman Zappies Magic Archer
Heal Spirit
Zappies
Skeletons Electro Giant Fisherman
Giant
Rage
Electro Giant
Zappies Fisherman
Fisherman
Skeletons Zappies Electro Giant Magic Archer
Magic Archer
Skeletons 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.

Zappies Magic Archer
Skeletons Zappies Fisherman
Fisherman Skeletons Zappies
Skeletons Zappies Fisherman
Skeletons Zappies Magic Archer
Zappies Magic Archer
Electro Giant Magic Archer
Zappies Skeletons Fisherman
Skeletons Zappies Fisherman
Skeletons Zappies Electro Giant Fisherman Magic Archer
Zappies Magic Archer
Skeletons Zappies
Zappies Magic Archer
Zappies
Zappies Electro Giant Fisherman
Skeletons Zappies Fisherman
Zappies Fisherman Magic Archer
Zappies Fisherman Magic Archer
Zappies Fisherman
Zappies Electro Giant Fisherman

Counters to secondary win conditions

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

Skeletons Zappies Electro Giant Fisherman
Fisherman Magic Archer
Zappies Skeletons Fisherman
Zappies Fisherman
Skeletons Zappies Fisherman
Electro Giant Skeletons Zappies Magic Archer
Skeletons Zappies
Zappies Fisherman
Skeletons Zappies Magic Archer
Skeletons Zappies
Zappies
Electro Giant
Skeletons Zappies
Zappies Electro Giant Magic Archer
Zappies Electro Giant Skeletons Fisherman Magic Archer
Zappies Electro Giant Magic Archer

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.)

Magic Archer
Fisherman Magic Archer
Magic Archer
Magic Archer
Electro Giant Magic Archer
Magic Archer
Magic Archer
Fisherman
Fisherman
Fisherman Magic Archer
Magic Archer
Fisherman Magic Archer
Fisherman Magic Archer
Fisherman Magic Archer
Magic Archer
Magic Archer
Fisherman
Fisherman Magic Archer
Electro Giant Magic Archer
Magic Archer
Fisherman
Electro Giant Magic Archer
Fisherman
Fisherman Magic Archer
Fisherman Magic Archer
Fisherman Magic Archer
Electro Giant Magic Archer
Zappies Electro Giant
Magic Archer
Zappies Magic Archer
Magic Archer
Zappies Magic Archer
Zappies Magic Archer
Magic Archer
Magic Archer
Electro Giant
Electro Giant Zappies Magic Archer
Zappies Magic Archer
Electro Giant Magic Archer

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