My Best Clash Royale Deck

Deck Check Rating

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

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 of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Mega Minion

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 Mega Minion Golem Fisherman

Offensive cards

Win conditions

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

Golem

Damage spells

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

Giant Snowball Earthquake Poison

Pump responses

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

Earthquake Poison

Dropped at the bridge

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

Barbarians Golem

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.

Golem

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 Fisherman
Giant Snowball
Skeletons Barbarians Mega Minion Fisherman
Zap
Skeletons Fisherman
Barbarian Barrel
Skeletons Barbarians
The Log
Skeletons Barbarians Fisherman
Earthquake
Skeletons Barbarians
Arrows
Skeletons
Royal Delivery
Skeletons Barbarians Mega Minion Fisherman
Fireball
Barbarians Mega Minion Fisherman
Poison
Barbarians Mega Minion Fisherman
Lightning
Mega Minion Fisherman
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Poison

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Earthquake Poison

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.

Mega Minion Poison Golem

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.

Barbarians

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Giant Snowball Mega Minion Earthquake Fisherman Poison Barbarians Golem

Shortest cycle

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

9 Skeletons Giant Snowball Mega Minion Earthquake

Attack Synergies 4 5

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
Giant Snowball
Earthquake Barbarians Mega Minion Poison Golem
Barbarians
Giant Snowball
Mega Minion
Golem Giant Snowball Poison
Earthquake
Giant Snowball Golem
Poison
Golem Giant Snowball Mega Minion
Golem
Mega Minion Earthquake Poison Giant Snowball
Fisherman

Defense Synergies 1 10

Skeletons
Fisherman Giant Snowball Mega Minion Earthquake Poison
Giant Snowball
Skeletons Barbarians Mega Minion Earthquake Poison Fisherman
Barbarians
Giant Snowball
Mega Minion
Skeletons Giant Snowball Fisherman
Earthquake
Skeletons Giant Snowball
Poison
Skeletons Giant Snowball
Golem
Fisherman
Skeletons Giant Snowball Mega Minion

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.

Earthquake Mega Minion
Barbarians Skeletons Mega Minion Fisherman
Barbarians Fisherman Skeletons Giant Snowball Mega Minion
Barbarians Skeletons Mega Minion Fisherman
Barbarians Earthquake Poison
Skeletons Giant Snowball Mega Minion Earthquake
Giant Snowball Mega Minion Poison
Earthquake Barbarians Poison
Barbarians Skeletons Fisherman
Skeletons Giant Snowball Barbarians Fisherman
Barbarians Poison Skeletons Giant Snowball Mega Minion Earthquake Fisherman
Mega Minion Giant Snowball Poison
Barbarians Skeletons Giant Snowball Earthquake
Giant Snowball Barbarians Mega Minion Earthquake Poison
Barbarians
Barbarians Giant Snowball Fisherman
Barbarians Skeletons Poison Fisherman
Giant Snowball Barbarians Mega Minion Fisherman
Giant Snowball Earthquake Poison Barbarians Mega Minion Fisherman
Barbarians Fisherman
Giant Snowball Barbarians Earthquake Poison Fisherman

Counters to secondary win conditions

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

Barbarians Skeletons Giant Snowball Fisherman
Poison Giant Snowball Mega Minion Fisherman
Barbarians Skeletons Fisherman
Barbarians Fisherman
Barbarians Skeletons Fisherman
Poison Skeletons Giant Snowball
Skeletons Barbarians Mega Minion
Barbarians Fisherman
Skeletons Giant Snowball Barbarians Mega Minion Poison
Skeletons Barbarians Mega Minion
Barbarians Mega Minion
Giant Snowball Barbarians Poison
Barbarians Skeletons
Barbarians
Barbarians Skeletons Mega Minion Poison Fisherman
Poison Giant Snowball Barbarians Mega Minion Earthquake
Giant Snowball

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.)

Earthquake Poison
Poison Giant Snowball Fisherman
Earthquake Poison
Earthquake Barbarians Poison
Poison Giant Snowball Earthquake
Poison Giant Snowball Mega Minion
Earthquake Poison
Earthquake Poison Giant Snowball
Poison Giant Snowball Fisherman
Giant Snowball Poison Fisherman
Poison Earthquake Fisherman
Poison Giant Snowball
Earthquake Poison Giant Snowball Fisherman
Earthquake Poison Fisherman
Earthquake Giant Snowball Poison Fisherman
Earthquake Giant Snowball Poison
Earthquake Poison
Giant Snowball Earthquake Poison
Fisherman
Giant Snowball Mega Minion Earthquake Poison Fisherman
Giant Snowball Earthquake Poison
Earthquake Poison
Giant Snowball Poison
Fisherman
Earthquake Giant Snowball Barbarians Poison
Giant Snowball Earthquake Poison
Mega Minion Fisherman
Poison Giant Snowball Earthquake Fisherman
Giant Snowball Poison Fisherman
Poison Fisherman
Poison Giant Snowball
Giant Snowball Mega Minion Poison
Giant Snowball Mega Minion
Poison Giant Snowball Earthquake
Giant Snowball Poison
Giant Snowball Earthquake Poison
Earthquake Barbarians
Poison Giant Snowball Mega Minion
Poison Mega Minion
Giant Snowball Earthquake Poison
Giant Snowball Poison
Mega Minion
Giant Snowball Poison
Giant Snowball Poison
Poison Giant Snowball

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