My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Knight Royal Giant Fisherman Electro Wizard Sparky

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.

Fireball Rage 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.

Fireball

Dropped at the bridge

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

Knight Royal Giant

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 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 Fisherman Sparky
Giant Snowball
Fisherman
Zap
Royal Giant Fisherman Sparky
Barbarian Barrel
Knight Electro Wizard Sparky
The Log
Royal Giant Fisherman Sparky
Earthquake
Arrows
Royal Delivery
Knight Fisherman Electro Wizard Sparky
Fireball
Fisherman Electro Wizard Sparky
Poison
Fisherman Electro Wizard Sparky
Lightning
Knight Fisherman Electro Wizard Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log 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.

Knight Rage Sparky

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 Fireball

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.

Fireball 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.

Rage The Log Knight Fisherman Fireball Electro Wizard Royal Giant Sparky

Shortest cycle

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

10 Rage The Log Knight Fisherman

Attack Synergies 3 15

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.

Knight
Fireball The Log Electro Wizard Sparky
Royal Giant
Fireball Fisherman The Log Electro Wizard Sparky
Fireball
Royal Giant Knight The Log Electro Wizard Sparky
Rage
Sparky Electro Wizard
The Log
Knight Royal Giant Fireball Fisherman Sparky
Fisherman
Royal Giant The Log Sparky
Electro Wizard
Knight Royal Giant Fireball Rage Sparky
Sparky
Rage Knight Royal Giant Fireball The Log Fisherman Electro Wizard

Defense Synergies 2 8

Knight
Electro Wizard Fireball The Log Fisherman Sparky
Royal Giant
Fireball
The Log Knight Electro Wizard
Rage
The Log
Fireball Knight Fisherman Electro Wizard Sparky
Fisherman
Knight The Log
Electro Wizard
Knight Fireball The Log
Sparky
Knight 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.

Knight Fireball The Log Electro Wizard Sparky
Sparky Knight The Log Fisherman Electro Wizard
Fisherman Sparky Knight Electro Wizard
Sparky Knight Fisherman Electro Wizard
Fireball The Log Sparky
Fireball The Log Electro Wizard
Electro Wizard Fireball
Fireball The Log Electro Wizard Sparky
Sparky Fisherman
Knight Fisherman Electro Wizard Sparky
Electro Wizard Knight Fireball The Log Fisherman
Fireball Electro Wizard
Sparky Knight Fireball The Log Electro Wizard
Fireball Sparky The Log Electro Wizard
Sparky Knight Electro Wizard
Fireball The Log Fisherman Electro Wizard Sparky
Sparky Knight Fireball Fisherman Electro Wizard
Fireball Knight The Log Fisherman Electro Wizard
The Log Knight Fireball Fisherman Electro Wizard
Sparky Fisherman Electro Wizard
Knight Fireball The Log Fisherman Electro Wizard Sparky
Sparky

Counters to secondary win conditions

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

Knight Fireball Fisherman Electro Wizard Sparky
Fireball Electro Wizard Knight The Log Fisherman
Knight The Log Fisherman Electro Wizard Sparky
Knight Fireball The Log Fisherman Electro Wizard Sparky
Knight Fisherman Sparky
Fireball Electro Wizard
Sparky Knight Fireball Electro Wizard
Knight Fisherman Sparky
Electro Wizard Knight Fireball The Log Sparky
Sparky
Knight Sparky
Fireball The Log Electro Wizard
Knight Fireball Sparky
Fireball Sparky
Electro Wizard Sparky Knight Fireball The Log Fisherman
Fireball The Log Electro Wizard Sparky
Fireball 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.)

Fireball Knight The Log Sparky
Fireball The Log Fisherman Electro Wizard
Fireball The Log Sparky
Knight Fireball The Log Sparky
Fireball The Log Sparky
Fireball
The Log Sparky
Fireball The Log
Fireball The Log Fisherman
Fireball Fisherman Electro Wizard Sparky
Knight Fireball The Log Fisherman Electro Wizard Sparky
Fireball
Knight Fireball The Log Fisherman Sparky
Fireball Fisherman
Fireball The Log Fisherman Sparky
Fireball The Log Sparky
Fireball The Log Sparky
Fireball Sparky
Fisherman Sparky
Fireball The Log Fisherman Electro Wizard Sparky
Fireball The Log
Fireball The Log Sparky
Fireball
The Log Fisherman Sparky
Fireball The Log
The Log Fireball Sparky
Fisherman
Fireball The Log Fisherman Electro Wizard Sparky
Fireball The Log Fisherman Sparky
Fireball The Log Fisherman Sparky
Fireball Electro Wizard Sparky
Electro Wizard Fireball
Fireball Sparky
Fireball The Log Sparky
Fireball Electro Wizard Sparky
Sparky
Fireball The Log Sparky
Electro Wizard Fireball
Fireball Electro Wizard
The Log Fireball
Fireball Knight Electro Wizard Sparky
The Log Fireball
Fireball Sparky
Sparky
Fireball The Log Electro Wizard Sparky
Fireball Electro Wizard
Fireball The Log Electro Wizard Sparky
Sparky
Fireball Sparky

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