My Best Clash Royale Deck

Deck Check Rating

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

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 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!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Rascals Zappies Electro Dragon

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 Rascals Zappies Balloon Electro Dragon Fisherman

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Lightning

Punishments

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

Balloon

Pump responses

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

Lightning

Dropped at the bridge

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

Rascals Balloon

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.

Balloon Electro Dragon

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 Guards Balloon Fisherman
Giant Snowball
Skeletons Zappies Guards Balloon Electro Dragon Fisherman
Zap
Skeletons Zappies Guards Balloon Fisherman
Barbarian Barrel
Skeletons Rascals Zappies Guards
The Log
Skeletons Rascals Zappies Guards Fisherman
Earthquake
Skeletons Zappies Guards
Arrows
Skeletons Rascals Zappies Guards
Royal Delivery
Skeletons Rascals Zappies Guards Balloon Electro Dragon Fisherman
Fireball
Rascals Zappies Balloon Electro Dragon Fisherman
Poison
Rascals Zappies Guards Balloon Electro Dragon Fisherman
Lightning
Balloon Electro Dragon Fisherman
Rocket
Rascals Balloon Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Electro Dragon

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.

Guards

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 Guards Fisherman Zappies Rascals Balloon Electro Dragon Lightning

Shortest cycle

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

11 Skeletons Guards Fisherman Zappies

Attack Synergies 0 8

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
Rascals
Zappies Balloon Electro Dragon
Zappies
Rascals Balloon Electro Dragon
Guards
Balloon
Rascals Zappies Electro Dragon Fisherman
Electro Dragon
Rascals Zappies Balloon Fisherman
Lightning
Fisherman
Balloon Electro Dragon

Defense Synergies 2 6

Skeletons
Fisherman Zappies Electro Dragon
Rascals
Zappies
Skeletons Guards Fisherman
Guards
Fisherman Zappies Electro Dragon
Balloon
Electro Dragon
Skeletons Guards Fisherman
Lightning
Fisherman
Skeletons Guards Zappies Electro Dragon

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.

Lightning Zappies Electro Dragon
Skeletons Rascals Zappies Electro Dragon Fisherman
Fisherman Skeletons Rascals Zappies Electro Dragon Lightning
Skeletons Rascals Zappies Guards Electro Dragon Fisherman
Lightning
Skeletons Rascals Zappies Guards Electro Dragon
Lightning Rascals Zappies Electro Dragon
Lightning Rascals Electro Dragon
Zappies Skeletons Rascals Fisherman
Guards Skeletons Rascals Zappies Fisherman
Guards Skeletons Rascals Zappies Electro Dragon Fisherman
Rascals Zappies Electro Dragon
Skeletons Rascals Zappies Guards Electro Dragon Lightning
Rascals Zappies Guards Electro Dragon
Rascals Zappies
Rascals Zappies Lightning Fisherman
Skeletons Rascals Zappies Electro Dragon Fisherman
Rascals Zappies Guards Electro Dragon Fisherman
Rascals Zappies Guards Electro Dragon Fisherman
Zappies Fisherman
Rascals Zappies Guards Electro Dragon Fisherman

Counters to secondary win conditions

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

Rascals Guards Skeletons Zappies Fisherman
Electro Dragon Lightning Fisherman
Zappies Guards Skeletons Rascals Electro Dragon Lightning Fisherman
Guards Lightning Rascals Zappies Fisherman
Skeletons Rascals Zappies Guards Fisherman
Skeletons Rascals Zappies Electro Dragon
Rascals Guards Skeletons Zappies Lightning
Rascals Zappies Fisherman
Electro Dragon Lightning Skeletons Zappies
Skeletons Zappies Guards
Rascals Zappies Guards Electro Dragon
Lightning Guards
Rascals Lightning Skeletons Zappies Guards
Rascals Zappies Electro Dragon
Rascals Zappies Guards Electro Dragon Skeletons Lightning Fisherman
Rascals Zappies Electro Dragon

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.)

Lightning Rascals Guards Electro Dragon
Electro Dragon Fisherman
Lightning Electro Dragon
Lightning Rascals Guards
Electro Dragon
Electro Dragon Lightning
Electro Dragon Lightning Fisherman
Lightning Guards Electro Dragon Fisherman
Lightning Electro Dragon Fisherman
Lightning Electro Dragon
Lightning Fisherman
Lightning Electro Dragon Fisherman
Lightning Fisherman
Lightning Electro Dragon
Lightning Electro Dragon
Lightning
Lightning Fisherman
Lightning Electro Dragon Fisherman
Lightning Electro Dragon
Lightning
Lightning
Lightning Fisherman
Lightning Electro Dragon
Electro Dragon
Fisherman
Electro Dragon Lightning Fisherman
Lightning Electro Dragon Fisherman
Lightning Fisherman
Lightning Electro Dragon
Electro Dragon Lightning Zappies Guards
Lightning
Lightning Electro Dragon
Lightning Zappies Electro Dragon
Lightning
Lightning Zappies Guards Electro Dragon
Lightning Zappies Electro Dragon
Lightning Rascals Electro Dragon
Electro Dragon Lightning
Lightning
Electro Dragon
Electro Dragon Rascals Zappies Guards Lightning
Zappies Electro Dragon Lightning
Electro Dragon Lightning
Lightning Electro Dragon

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