My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Great!
F2P score
RIP

2 problems 4 warnings 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!
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 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!
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.

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.

Bomber Hunter Giant Skeleton Golem Fisherman Sparky

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.

Arrows Tornado

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.

Giant Skeleton 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.

Giant Skeleton 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
Bomber Giant Skeleton Fisherman Sparky
Giant Snowball
Bomber Fisherman
Zap
Bomber Fisherman Sparky
Barbarian Barrel
Bomber Hunter Giant Skeleton Sparky
The Log
Bomber Hunter Giant Skeleton Fisherman Sparky
Earthquake
Bomber
Arrows
Bomber
Royal Delivery
Bomber Hunter Giant Skeleton Fisherman Sparky
Fireball
Bomber Hunter Fisherman Sparky
Poison
Bomber Hunter Fisherman Sparky
Lightning
Hunter Fisherman Sparky
Rocket
Hunter Sparky

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Tornado Hunter Sparky

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.

Arrows Tornado Giant Skeleton Golem Sparky

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.

Bomber Arrows Tornado Fisherman Hunter Giant Skeleton Sparky Golem

Shortest cycle

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

11 Bomber Arrows Tornado Fisherman

Attack Synergies 5 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.

Bomber
Golem Giant Skeleton Sparky
Arrows
Golem Sparky Giant Skeleton
Tornado
Sparky Hunter Giant Skeleton Golem
Hunter
Fisherman Tornado Giant Skeleton Golem Sparky
Giant Skeleton
Bomber Arrows Tornado Hunter Fisherman Sparky
Golem
Bomber Arrows Tornado Hunter Sparky
Fisherman
Hunter Giant Skeleton Sparky
Sparky
Arrows Tornado Bomber Hunter Giant Skeleton Golem Fisherman

Defense Synergies 2 9

Bomber
Tornado Fisherman
Arrows
Tornado Giant Skeleton Sparky
Tornado
Sparky Bomber Arrows Hunter Giant Skeleton Sparky
Hunter
Fisherman Tornado Giant Skeleton
Giant Skeleton
Arrows Tornado Hunter
Golem
Fisherman
Hunter Bomber
Sparky
Tornado Arrows Tornado

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.

Bomber Sparky
Hunter Sparky Fisherman
Tornado Hunter Fisherman Sparky Bomber Giant Skeleton
Hunter Sparky Fisherman
Bomber Arrows Tornado Giant Skeleton Sparky
Arrows Tornado Bomber Hunter
Tornado Hunter Arrows
Arrows Giant Skeleton Sparky
Hunter Sparky Tornado Fisherman
Tornado Bomber Hunter Giant Skeleton Fisherman Sparky
Bomber Arrows Tornado Hunter Giant Skeleton Fisherman
Arrows Hunter Tornado
Hunter Sparky Bomber Giant Skeleton
Bomber Sparky Arrows Tornado Hunter
Sparky Hunter
Tornado Hunter Fisherman Sparky
Sparky Bomber Arrows Tornado Hunter Fisherman
Arrows Bomber Tornado Hunter Fisherman
Arrows Tornado Hunter Bomber Giant Skeleton Fisherman
Sparky Tornado Hunter Fisherman
Bomber Arrows Hunter Giant Skeleton Fisherman Sparky
Hunter Fisherman Sparky

Counters to secondary win conditions

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

Giant Skeleton Fisherman Sparky
Bomber Arrows Hunter Fisherman
Giant Skeleton Hunter Fisherman Sparky
Hunter Giant Skeleton Tornado Fisherman Sparky
Giant Skeleton Hunter Fisherman Sparky
Arrows Tornado Hunter
Sparky Hunter Giant Skeleton
Giant Skeleton Hunter Fisherman Sparky
Giant Skeleton Tornado Sparky
Sparky
Hunter Giant Skeleton Sparky
Arrows Tornado Giant Skeleton
Giant Skeleton Hunter Sparky
Bomber Sparky
Sparky Bomber Tornado Hunter Giant Skeleton Fisherman
Arrows Bomber Hunter Giant Skeleton Sparky
Bomber Arrows

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.)

Arrows Giant Skeleton Sparky
Arrows Tornado Fisherman
Arrows Giant Skeleton Sparky
Arrows Giant Skeleton Sparky
Bomber Arrows Sparky
Arrows Tornado Hunter
Bomber Arrows Tornado Sparky
Arrows Tornado Hunter
Arrows Tornado Fisherman
Tornado Fisherman Sparky
Arrows Tornado Fisherman Sparky
Arrows Tornado
Hunter Fisherman Sparky
Arrows Fisherman
Arrows Fisherman Sparky
Bomber Arrows Hunter Sparky
Arrows Sparky
Arrows Tornado Sparky
Bomber Fisherman Sparky
Bomber Arrows Hunter Fisherman Sparky
Bomber Arrows Tornado
Giant Skeleton Sparky
Arrows Tornado
Tornado Fisherman Sparky
Arrows
Arrows Tornado Bomber Hunter Sparky
Fisherman
Arrows Tornado Hunter Fisherman Sparky
Arrows Tornado Fisherman Sparky
Arrows Tornado Fisherman Sparky
Arrows Tornado Hunter Sparky
Sparky
Bomber Arrows Hunter Sparky
Arrows Sparky
Giant Skeleton Sparky
Arrows Sparky
Arrows Tornado Hunter
Arrows
Hunter Sparky
Arrows Bomber
Arrows Tornado Giant Skeleton Sparky
Sparky
Tornado Giant Skeleton Sparky
Tornado
Tornado Giant Skeleton Sparky
Sparky
Sparky
Fisherman

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