My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Good
F2P score
Mediocre

1 problems Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons Royal Giant Wizard Royal Ghost Fisherman

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 The Log

Punishments

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

Royal Giant Royal Ghost

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.

Electro Spirit Royal Giant Royal Ghost

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 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
Skeletons Royal Giant Fisherman
Giant Snowball
Skeletons Fisherman
Zap
Skeletons Royal Giant Fisherman
Barbarian Barrel
Skeletons Electro Spirit Wizard Royal Ghost
The Log
Skeletons Electro Spirit Royal Giant Fisherman
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit Wizard Royal Ghost Fisherman
Fireball
Wizard Fisherman
Poison
Wizard Fisherman
Lightning
Wizard Fisherman
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Wizard The Log Royal Ghost

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.

Electro Spirit Royal Ghost

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 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit The Log Royal Ghost Fisherman Fireball Wizard Royal Giant

Shortest cycle

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

7 Skeletons Electro Spirit The Log Royal Ghost

Attack Synergies 2 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.

Skeletons
Electro Spirit
Royal Giant Fireball
Royal Giant
Fireball Fisherman Electro Spirit Wizard The Log Royal Ghost
Fireball
Royal Giant Electro Spirit The Log
Wizard
Royal Giant Royal Ghost
The Log
Royal Giant Fireball Fisherman
Royal Ghost
Royal Giant Wizard Fisherman
Fisherman
Royal Giant The Log Royal Ghost

Defense Synergies 2 10

Skeletons
Fisherman Electro Spirit Wizard The Log Royal Ghost
Electro Spirit
Skeletons The Log Fisherman
Royal Giant
Fireball
The Log
Wizard
Skeletons The Log Royal Ghost
The Log
Fireball Skeletons Electro Spirit Wizard Royal Ghost Fisherman
Royal Ghost
Skeletons Wizard The Log
Fisherman
Skeletons Electro Spirit 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.

Fireball Wizard The Log
Skeletons The Log Fisherman
Fisherman Skeletons
Skeletons Fisherman
Fireball The Log
Fireball The Log Skeletons Electro Spirit Royal Ghost
Electro Spirit Fireball Wizard
Electro Spirit Fireball The Log
Skeletons Fisherman
Skeletons Royal Ghost Fisherman
Skeletons Electro Spirit Fireball Wizard The Log Royal Ghost Fisherman
Fireball Wizard
Skeletons Fireball Wizard The Log
Fireball Wizard Electro Spirit The Log Royal Ghost
Fireball The Log Fisherman
Wizard Skeletons Fireball Fisherman
Fireball Electro Spirit Wizard The Log Royal Ghost Fisherman
Wizard The Log Electro Spirit Fireball Royal Ghost Fisherman
Fisherman
Wizard Royal Ghost Electro Spirit Fireball The Log Fisherman

Counters to secondary win conditions

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

Skeletons Fireball Royal Ghost Fisherman
Fireball Wizard The Log Royal Ghost Fisherman
Skeletons The Log Fisherman
Fireball The Log Fisherman
Skeletons Fisherman
Fireball Wizard Skeletons Electro Spirit
Skeletons Fireball
Fisherman
Skeletons Electro Spirit Fireball The Log
Skeletons
Fireball The Log
Skeletons Fireball Wizard
Wizard Fireball
Skeletons Electro Spirit Fireball The Log Fisherman
Electro Spirit Fireball Wizard The Log Royal Ghost
Electro Spirit Fireball

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 The Log Royal Ghost
Fireball The Log Royal Ghost Fisherman
Fireball The Log
Fireball The Log
Fireball Wizard The Log
Fireball Wizard Electro Spirit
Wizard The Log
Fireball The Log Wizard
Fireball The Log Wizard Fisherman
Fireball Fisherman
Fireball Wizard The Log Fisherman
Fireball Wizard
Fireball The Log Fisherman
Fireball Fisherman
Fireball The Log Fisherman
Fireball Wizard The Log
Fireball Wizard The Log
Fireball
Fisherman
Fireball Wizard The Log Fisherman
Fireball Wizard The Log
Fireball The Log
Fireball Wizard
The Log Fisherman
Fireball The Log
The Log Electro Spirit Fireball Wizard
Fisherman
Fireball The Log Wizard Royal Ghost Fisherman
Fireball Wizard The Log Fisherman
Fireball The Log Fisherman
Fireball Wizard
Electro Spirit Fireball Wizard
Fireball
Fireball Wizard The Log
Electro Spirit Fireball
Fireball Wizard The Log
Electro Spirit Fireball
Fireball Wizard
The Log Fireball
Fireball Wizard
The Log Fireball Wizard
Fireball
Electro Spirit Fireball The Log
Fireball
Fireball The Log Royal Ghost
Fireball Wizard

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