My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Zappies

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.

Zappies Bandit Fisherman

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Arrows

Punishments

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

Wall Breakers Bandit

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.

Electro Spirit Fire Spirit Wall Breakers Bandit

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 Bandit Goblin Machine

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
Wall Breakers Bandit Fisherman
Giant Snowball
Fire Spirit Zappies Wall Breakers Fisherman
Zap
Fire Spirit Zappies Wall Breakers Bandit Fisherman
Barbarian Barrel
Electro Spirit Fire Spirit Zappies Wall Breakers Bandit
The Log
Electro Spirit Fire Spirit Zappies Wall Breakers Bandit Fisherman
Earthquake
Zappies
Arrows
Electro Spirit Fire Spirit Zappies Wall Breakers
Royal Delivery
Electro Spirit Fire Spirit Zappies Wall Breakers Bandit Fisherman
Fireball
Zappies Wall Breakers Bandit Fisherman
Poison
Zappies Fisherman
Lightning
Bandit Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Arrows Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Arrows Goblin Machine

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.

Electro Spirit Fire Spirit Arrows Goblin Machine

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.

Fire Spirit

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Wall Breakers Arrows Bandit Fisherman Zappies Goblin Machine

Shortest cycle

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

7 Electro Spirit Fire Spirit Wall Breakers Arrows

Attack Synergies 0 9

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
Wall Breakers Bandit
Fire Spirit
Wall Breakers Bandit Fisherman
Arrows
Wall Breakers Bandit
Zappies
Wall Breakers Bandit
Wall Breakers
Electro Spirit Fire Spirit Arrows Zappies
Bandit
Electro Spirit Fire Spirit Arrows Zappies
Fisherman
Fire Spirit
Goblin Machine

Defense Synergies 0 5

Electro Spirit
Fisherman
Fire Spirit
Arrows
Bandit
Zappies
Bandit Fisherman
Wall Breakers
Bandit
Arrows Zappies Fisherman
Fisherman
Electro Spirit Zappies Bandit
Goblin Machine

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.

Zappies
Zappies Bandit Fisherman
Fisherman Fire Spirit Zappies Bandit
Zappies Bandit Fisherman
Arrows
Arrows Electro Spirit Fire Spirit Zappies Bandit
Electro Spirit Fire Spirit Arrows Zappies
Electro Spirit Arrows Bandit
Zappies Fisherman
Fire Spirit Zappies Bandit Fisherman
Electro Spirit Arrows Zappies Bandit Fisherman
Arrows Zappies
Fire Spirit Zappies Bandit
Fire Spirit Electro Spirit Arrows Zappies
Zappies Bandit
Zappies Bandit Fisherman
Arrows Zappies Fisherman
Fire Spirit Arrows Electro Spirit Zappies Bandit Fisherman
Arrows Electro Spirit Fire Spirit Zappies Bandit Fisherman
Zappies Fisherman
Electro Spirit Fire Spirit Arrows Zappies Bandit Fisherman

Counters to secondary win conditions

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

Zappies Bandit Fisherman
Bandit Arrows Fisherman
Zappies Bandit Fisherman
Zappies Bandit Fisherman
Zappies Bandit Fisherman
Fire Spirit Arrows Electro Spirit Zappies
Zappies Bandit
Zappies Fisherman
Electro Spirit Zappies Bandit
Zappies
Zappies
Arrows
Zappies Bandit
Zappies
Zappies Electro Spirit Fisherman
Arrows Electro Spirit Zappies
Electro Spirit 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 Bandit
Arrows Bandit Fisherman
Arrows Bandit
Arrows
Fire Spirit Arrows
Arrows Electro Spirit Fire Spirit Goblin Machine
Fire Spirit Arrows
Arrows Fire Spirit
Arrows Bandit Fisherman
Fire Spirit Fisherman
Arrows Bandit Fisherman Goblin Machine
Fire Spirit Arrows
Fire Spirit Bandit Fisherman
Arrows Bandit Fisherman
Arrows Fisherman
Arrows Bandit
Arrows Bandit
Arrows
Fisherman
Fire Spirit Arrows Bandit Fisherman Goblin Machine
Fire Spirit Arrows Goblin Machine
Arrows
Fisherman
Arrows
Arrows Electro Spirit Fire Spirit Goblin Machine
Fisherman
Arrows Bandit Fisherman
Arrows Bandit Fisherman
Arrows Bandit Fisherman
Fire Spirit Arrows
Electro Spirit Zappies
Arrows Bandit
Electro Spirit Arrows Zappies
Arrows
Electro Spirit Fire Spirit Zappies Bandit
Fire Spirit Arrows Zappies
Arrows
Arrows
Arrows
Electro Spirit Zappies
Zappies
Bandit

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