My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 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!

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 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 Elite Barbarians

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.

Royal Giant Elite Barbarians Heal Spirit

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.

Elite Barbarians

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 Elite Barbarians Fisherman
Giant Snowball
Skeletons Fisherman
Zap
Skeletons Royal Giant Fisherman
Barbarian Barrel
Skeletons Elite Barbarians Heal Spirit Hunter
The Log
Skeletons Royal Giant Elite Barbarians Heal Spirit Hunter Fisherman
Earthquake
Skeletons
Arrows
Skeletons Heal Spirit
Royal Delivery
Skeletons Elite Barbarians Heal Spirit Hunter Fisherman
Fireball
Elite Barbarians Hunter Fisherman
Poison
Hunter Fisherman
Lightning
Elite Barbarians Hunter Fisherman
Rocket
Elite Barbarians Hunter

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Hunter The Log

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

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 Elite Barbarians 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.

Heal Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Heal Spirit The Log Fisherman Fireball Hunter Royal Giant Elite Barbarians

Shortest cycle

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

7 Skeletons Heal Spirit The Log Fisherman

Attack Synergies 6 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
Royal Giant
Heal Spirit Fireball Hunter Fisherman Elite Barbarians The Log
Elite Barbarians
Heal Spirit Royal Giant Fireball The Log
Heal Spirit
Royal Giant Elite Barbarians Hunter
Fireball
Royal Giant Elite Barbarians The Log
Hunter
Royal Giant Fisherman Heal Spirit
The Log
Royal Giant Elite Barbarians Fireball Fisherman
Fisherman
Royal Giant Hunter The Log

Defense Synergies 3 7

Skeletons
Fisherman Elite Barbarians Hunter The Log
Royal Giant
Elite Barbarians
Skeletons Hunter The Log
Heal Spirit
Fireball
The Log
Hunter
Fisherman Skeletons Elite Barbarians The Log
The Log
Fireball Skeletons Elite Barbarians Hunter Fisherman
Fisherman
Skeletons Hunter 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 The Log
Elite Barbarians Hunter Skeletons The Log Fisherman
Hunter Fisherman Skeletons Elite Barbarians
Elite Barbarians Hunter Skeletons Fisherman
Elite Barbarians Fireball The Log
Fireball The Log Skeletons Hunter
Hunter Fireball
Fireball The Log
Hunter Skeletons Elite Barbarians Fisherman
Elite Barbarians Skeletons Hunter Fisherman
Skeletons Fireball Hunter The Log Fisherman
Hunter Fireball
Hunter Skeletons Elite Barbarians Fireball The Log
Fireball Hunter The Log
Elite Barbarians Hunter
Elite Barbarians Fireball Hunter The Log Fisherman
Skeletons Elite Barbarians Fireball Hunter Fisherman
Fireball Elite Barbarians Hunter The Log Fisherman
Hunter The Log Fireball Fisherman
Elite Barbarians Hunter Fisherman
Elite Barbarians Fireball Hunter The Log Fisherman

Counters to secondary win conditions

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

Skeletons Elite Barbarians Fireball Fisherman
Fireball Elite Barbarians Hunter The Log Fisherman
Skeletons Elite Barbarians Hunter The Log Fisherman
Hunter Elite Barbarians Fireball The Log Fisherman
Skeletons Elite Barbarians Hunter Fisherman
Fireball Skeletons Hunter
Skeletons Elite Barbarians Fireball Hunter
Elite Barbarians Hunter Fisherman
Skeletons Elite Barbarians Fireball The Log
Skeletons
Elite Barbarians Hunter
Elite Barbarians Fireball The Log
Elite Barbarians Skeletons Fireball Hunter
Fireball
Elite Barbarians Skeletons Fireball Hunter The Log Fisherman
Elite Barbarians Fireball Hunter The Log
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 The Log
Fireball The Log Fisherman
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Hunter
The Log
Fireball The Log Hunter
Fireball The Log Fisherman
Elite Barbarians Fireball Fisherman
Fireball The Log Fisherman
Fireball
Elite Barbarians Fireball Hunter The Log Fisherman
Fireball Fisherman
Elite Barbarians Fireball The Log Fisherman
Fireball Hunter The Log
Fireball The Log
Fireball
Fisherman
Fireball Hunter The Log Fisherman
Fireball The Log
Fireball The Log
Fireball
The Log Fisherman
Fireball The Log
The Log Fireball Hunter
Fisherman
Fireball The Log Hunter Fisherman
Fireball The Log Fisherman
Fireball The Log Fisherman
Elite Barbarians Fireball Hunter
Fireball
Elite Barbarians Fireball
Fireball Hunter The Log
Fireball
Fireball The Log
Fireball
Fireball Hunter
The Log Fireball
Fireball Hunter
The Log Fireball
Fireball
Elite Barbarians
Elite Barbarians Fireball The Log
Fireball
Fireball The Log
Fireball

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