My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Archers 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.

Archers Battle Ram Electro Dragon Fisherman

Offensive cards

Win conditions

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

Battle Ram Wall Breakers

Damage spells

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

Royal Delivery Rocket

Punishments

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

Battle Ram Wall Breakers

Pump responses

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

Rocket

Dropped at the bridge

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

Battle Ram Wall Breakers

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 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
Archers Battle Ram Wall Breakers Skeleton Army Fisherman
Giant Snowball
Archers Battle Ram Wall Breakers Skeleton Army Electro Dragon Fisherman
Zap
Archers Battle Ram Wall Breakers Skeleton Army Fisherman
Barbarian Barrel
Archers Battle Ram Wall Breakers Skeleton Army
The Log
Archers Battle Ram Wall Breakers Skeleton Army Fisherman
Earthquake
Archers Skeleton Army
Arrows
Archers Wall Breakers Skeleton Army
Royal Delivery
Archers Battle Ram Wall Breakers Skeleton Army Electro Dragon Fisherman
Fireball
Archers Battle Ram Wall Breakers Skeleton Army Electro Dragon Fisherman
Poison
Archers Skeleton Army Electro Dragon Fisherman
Lightning
Battle Ram Electro Dragon Fisherman
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Royal Delivery Rocket Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Royal Delivery Rocket Electro Dragon

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.

Royal Delivery Battle Ram Rocket Skeleton Army

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.

Skeleton Army

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.

Wall Breakers Archers Royal Delivery Skeleton Army Fisherman Battle Ram Electro Dragon Rocket

Shortest cycle

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

11 Wall Breakers Archers Royal Delivery Skeleton Army

Attack Synergies 0 6

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.

Archers
Battle Ram Wall Breakers Electro Dragon Fisherman
Royal Delivery
Battle Ram
Archers Wall Breakers
Rocket
Wall Breakers
Archers Battle Ram
Skeleton Army
Electro Dragon
Archers Fisherman
Fisherman
Archers Electro Dragon

Defense Synergies 0 7

Archers
Royal Delivery Skeleton Army Fisherman
Royal Delivery
Archers Skeleton Army Electro Dragon
Battle Ram
Rocket
Wall Breakers
Skeleton Army
Archers Royal Delivery Electro Dragon
Electro Dragon
Royal Delivery Skeleton Army Fisherman
Fisherman
Archers 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.

Rocket Electro Dragon
Skeleton Army Royal Delivery Electro Dragon Fisherman
Rocket Skeleton Army Fisherman Archers Royal Delivery Electro Dragon
Skeleton Army Electro Dragon Fisherman
Royal Delivery Rocket Skeleton Army
Royal Delivery Skeleton Army Archers Electro Dragon
Rocket Archers Royal Delivery Electro Dragon
Rocket Electro Dragon
Skeleton Army Fisherman
Skeleton Army Archers Royal Delivery Fisherman
Archers Skeleton Army Royal Delivery Electro Dragon Fisherman
Archers Royal Delivery Electro Dragon
Skeleton Army Royal Delivery Rocket Electro Dragon
Rocket Skeleton Army Royal Delivery Electro Dragon
Skeleton Army
Rocket Skeleton Army Royal Delivery Fisherman
Royal Delivery Skeleton Army Electro Dragon Fisherman
Royal Delivery Archers Skeleton Army Electro Dragon Fisherman
Royal Delivery Archers Electro Dragon Fisherman
Fisherman
Skeleton Army Archers Royal Delivery Electro Dragon Fisherman
Skeleton Army Fisherman

Counters to secondary win conditions

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

Skeleton Army Archers Royal Delivery Fisherman
Royal Delivery Archers Rocket Electro Dragon Fisherman
Royal Delivery Skeleton Army Rocket Electro Dragon Fisherman
Rocket Skeleton Army Royal Delivery Fisherman
Royal Delivery Skeleton Army Fisherman
Royal Delivery Rocket Archers Electro Dragon
Royal Delivery Rocket Skeleton Army Archers
Royal Delivery Skeleton Army Fisherman
Royal Delivery Rocket Electro Dragon Skeleton Army
Royal Delivery Skeleton Army
Electro Dragon
Rocket Skeleton Army Royal Delivery
Royal Delivery Rocket Skeleton Army
Archers Skeleton Army Electro Dragon
Skeleton Army Electro Dragon Archers Royal Delivery Rocket Fisherman
Archers Royal Delivery Electro Dragon
Royal Delivery

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.)

Rocket Electro Dragon
Electro Dragon Fisherman
Rocket Electro Dragon
Rocket
Rocket
Rocket Electro Dragon
Archers
Electro Dragon
Electro Dragon Fisherman
Rocket Electro Dragon Fisherman
Rocket Electro Dragon Fisherman
Archers Rocket Electro Dragon
Rocket Fisherman
Rocket Electro Dragon Fisherman
Fisherman
Rocket Electro Dragon
Rocket Electro Dragon
Rocket
Rocket Fisherman
Rocket Archers Electro Dragon Fisherman
Rocket Electro Dragon
Rocket
Rocket
Rocket Fisherman
Rocket Electro Dragon
Electro Dragon
Fisherman
Electro Dragon Fisherman
Electro Dragon Fisherman
Rocket Fisherman
Archers Electro Dragon
Rocket Electro Dragon
Rocket Electro Dragon
Rocket Electro Dragon
Rocket
Archers Rocket Skeleton Army Electro Dragon
Rocket Archers Electro Dragon
Rocket Electro Dragon
Electro Dragon
Rocket
Electro Dragon
Electro Dragon Rocket
Rocket Electro Dragon
Electro Dragon Rocket
Rocket Electro Dragon
Fisherman

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