My Best Clash Royale Deck

Deck Check Rating

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

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.

Hunter Electro Wizard

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 Hunter Giant Skeleton Fisherman Electro Wizard

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.

Earthquake 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.

Earthquake

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 Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Earthquake 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

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.

Electro Wizard

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.

RIP

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 Earthquake Fisherman Hunter Electro Wizard Royal Giant Giant Skeleton

Shortest cycle

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

9 Electro Spirit The Log Earthquake Fisherman

Attack Synergies 4 13

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 Giant Skeleton
Royal Giant
Earthquake Hunter Fisherman Electro Spirit Giant Skeleton The Log Electro Wizard
Earthquake
Royal Giant Hunter Giant Skeleton The Log
Hunter
Royal Giant Fisherman Earthquake Giant Skeleton
Giant Skeleton
Electro Spirit Royal Giant Earthquake Hunter The Log Fisherman Electro Wizard
The Log
Royal Giant Earthquake Giant Skeleton Fisherman
Fisherman
Royal Giant Hunter Giant Skeleton The Log
Electro Wizard
Royal Giant Giant Skeleton

Defense Synergies 1 12

Electro Spirit
Hunter The Log Fisherman Electro Wizard
Royal Giant
Earthquake
The Log
Hunter
Fisherman Electro Spirit Giant Skeleton The Log Electro Wizard
Giant Skeleton
Hunter The Log Electro Wizard
The Log
Electro Spirit Earthquake Hunter Giant Skeleton Fisherman Electro Wizard
Fisherman
Hunter Electro Spirit The Log
Electro Wizard
Electro Spirit Hunter Giant Skeleton 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.

Earthquake The Log Electro Wizard
Hunter The Log Fisherman Electro Wizard
Hunter Fisherman Giant Skeleton Electro Wizard
Hunter Fisherman Electro Wizard
Earthquake Giant Skeleton The Log
The Log Electro Spirit Earthquake Hunter Electro Wizard
Hunter Electro Wizard Electro Spirit
Earthquake Electro Spirit Giant Skeleton The Log Electro Wizard
Hunter Fisherman
Hunter Giant Skeleton Fisherman Electro Wizard
Electro Wizard Electro Spirit Earthquake Hunter Giant Skeleton The Log Fisherman
Hunter Electro Wizard
Hunter Earthquake Giant Skeleton The Log Electro Wizard
Electro Spirit Earthquake Hunter The Log Electro Wizard
Hunter Electro Wizard
Hunter The Log Fisherman Electro Wizard
Hunter Fisherman Electro Wizard
Electro Spirit Hunter The Log Fisherman Electro Wizard
Earthquake Hunter The Log Electro Spirit Giant Skeleton Fisherman Electro Wizard
Hunter Fisherman Electro Wizard
Electro Spirit Earthquake Hunter Giant Skeleton The Log Fisherman Electro Wizard

Counters to secondary win conditions

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

Giant Skeleton Fisherman Electro Wizard
Electro Wizard Hunter The Log Fisherman
Giant Skeleton Hunter The Log Fisherman Electro Wizard
Hunter Giant Skeleton The Log Fisherman Electro Wizard
Giant Skeleton Hunter Fisherman
Electro Spirit Hunter Electro Wizard
Hunter Giant Skeleton Electro Wizard
Giant Skeleton Hunter Fisherman
Giant Skeleton Electro Wizard Electro Spirit The Log
Hunter Giant Skeleton
Giant Skeleton The Log Electro Wizard
Giant Skeleton Hunter
Electro Wizard Electro Spirit Hunter Giant Skeleton The Log Fisherman
Electro Spirit Earthquake Hunter Giant Skeleton The Log Electro Wizard
Electro Spirit Electro Wizard

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 Giant Skeleton The Log
The Log Fisherman Electro Wizard
Earthquake Giant Skeleton The Log
Earthquake Giant Skeleton The Log
Earthquake The Log
Electro Spirit Hunter
Earthquake The Log
Earthquake The Log Hunter
The Log Fisherman
Fisherman Electro Wizard
Earthquake The Log Fisherman Electro Wizard
Earthquake Hunter The Log Fisherman
Earthquake Fisherman
Earthquake The Log Fisherman
Earthquake Hunter The Log
Earthquake The Log
Earthquake
Fisherman
Earthquake Hunter The Log Fisherman Electro Wizard
Earthquake The Log
Earthquake Giant Skeleton The Log
The Log Fisherman
Earthquake The Log
Earthquake The Log Electro Spirit Hunter
Fisherman
The Log Earthquake Hunter Fisherman Electro Wizard
The Log Fisherman
The Log Fisherman
Hunter Electro Wizard
Electro Wizard Electro Spirit
Earthquake Hunter The Log
Electro Spirit Electro Wizard
Giant Skeleton
Earthquake The Log
Earthquake Electro Wizard Electro Spirit
Hunter Electro Wizard
The Log
Hunter Electro Wizard
The Log Earthquake
Giant Skeleton
Electro Spirit Giant Skeleton The Log Electro Wizard
Electro Wizard
Giant Skeleton The Log Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: