My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
F2P score
RIP

4 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 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 No anti-air splash!

You don't have a card, that attacks air and has splash 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!
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.

Little Prince

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.

Royal Giant Royal Ghost Fisherman Mega Knight Little Prince

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.

Earthquake Barbarian Barrel Rage

Punishments

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

Royal Giant Royal Ghost Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Royal Giant Barbarian Barrel Royal Ghost Mega Knight

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.

Royal Ghost

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
Giant Snowball
Fisherman Little Prince
Zap
Royal Giant Fisherman Little Prince
Barbarian Barrel
Royal Ghost Little Prince
The Log
Royal Giant Fisherman Little Prince
Earthquake
Arrows
Little Prince
Royal Delivery
Royal Ghost Fisherman Little Prince
Fireball
Fisherman Little Prince
Poison
Fisherman Little Prince
Lightning
Fisherman Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Missing

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Barbarian Barrel Royal Ghost Mega Knight

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.

Rage Royal Ghost Mega Knight

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

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.

Barbarian Barrel Rage Earthquake Royal Ghost Fisherman Little Prince Royal Giant Mega Knight

Shortest cycle

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

10 Barbarian Barrel Rage Earthquake Royal Ghost

Attack Synergies 3 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.

Royal Giant
Earthquake Barbarian Barrel Fisherman Royal Ghost
Earthquake
Royal Giant Barbarian Barrel Mega Knight
Barbarian Barrel
Royal Giant Earthquake Mega Knight
Rage
Royal Ghost
Royal Giant Fisherman Mega Knight Little Prince
Fisherman
Royal Giant Royal Ghost Mega Knight
Mega Knight
Earthquake Barbarian Barrel Royal Ghost Fisherman
Little Prince
Royal Ghost

Defense Synergies 0 7

Royal Giant
Earthquake
Barbarian Barrel Mega Knight
Barbarian Barrel
Earthquake Mega Knight Little Prince
Rage
Royal Ghost
Mega Knight Little Prince
Fisherman
Mega Knight
Mega Knight
Earthquake Barbarian Barrel Royal Ghost Fisherman
Little Prince
Barbarian Barrel Royal Ghost

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.

Earthquake Barbarian Barrel
Fisherman Mega Knight
Fisherman Mega Knight
Fisherman Mega Knight
Earthquake Barbarian Barrel Mega Knight
Barbarian Barrel Earthquake Royal Ghost Mega Knight
Little Prince
Earthquake Barbarian Barrel Mega Knight
Fisherman
Barbarian Barrel Royal Ghost Fisherman Mega Knight Little Prince
Earthquake Barbarian Barrel Royal Ghost Fisherman Mega Knight
Mega Knight Earthquake
Mega Knight Earthquake Barbarian Barrel Royal Ghost
Mega Knight
Fisherman Mega Knight
Mega Knight Fisherman
Mega Knight Barbarian Barrel Royal Ghost Fisherman Little Prince
Earthquake Barbarian Barrel Royal Ghost Fisherman Mega Knight Little Prince
Fisherman
Royal Ghost Mega Knight Earthquake Barbarian Barrel Fisherman Little Prince

Counters to secondary win conditions

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

Mega Knight Barbarian Barrel Royal Ghost Fisherman
Barbarian Barrel Royal Ghost Fisherman Mega Knight
Mega Knight Fisherman
Mega Knight Barbarian Barrel Fisherman
Fisherman Mega Knight
Mega Knight Fisherman
Mega Knight Barbarian Barrel
Mega Knight
Mega Knight
Mega Knight
Mega Knight
Barbarian Barrel Fisherman Little Prince
Mega Knight Earthquake Barbarian Barrel Royal Ghost

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.)

Earthquake Barbarian Barrel Royal Ghost
Barbarian Barrel Royal Ghost Fisherman
Earthquake Barbarian Barrel
Earthquake Barbarian Barrel
Earthquake Barbarian Barrel Mega Knight
Earthquake
Earthquake Barbarian Barrel
Fisherman
Fisherman
Earthquake Barbarian Barrel Fisherman
Earthquake Barbarian Barrel Fisherman
Earthquake Barbarian Barrel Fisherman
Earthquake Barbarian Barrel Fisherman
Earthquake Barbarian Barrel
Earthquake Barbarian Barrel Mega Knight
Earthquake Barbarian Barrel
Fisherman
Earthquake Barbarian Barrel Fisherman Mega Knight
Earthquake Barbarian Barrel Mega Knight Little Prince
Earthquake Mega Knight
Fisherman
Earthquake Barbarian Barrel
Earthquake Barbarian Barrel Mega Knight Little Prince
Fisherman
Earthquake Barbarian Barrel Royal Ghost Fisherman
Fisherman Mega Knight
Barbarian Barrel Fisherman
Little Prince
Earthquake Mega Knight
Mega Knight
Earthquake
Earthquake Barbarian Barrel
Barbarian Barrel
Mega Knight
Earthquake
Mega Knight
Barbarian Barrel Royal Ghost Mega Knight Little Prince

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