My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
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 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Zappies Phoenix Mother Witch

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 Zappies Giant Skeleton Fisherman Phoenix Mother Witch

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.

Arrows Fireball

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.

Royal Giant Giant Skeleton Phoenix

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.

Giant Skeleton

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 Giant Skeleton Fisherman Phoenix
Giant Snowball
Zappies Fisherman
Zap
Royal Giant Zappies Fisherman
Barbarian Barrel
Zappies Giant Skeleton
The Log
Royal Giant Zappies Giant Skeleton Fisherman
Earthquake
Zappies
Arrows
Zappies
Royal Delivery
Zappies Giant Skeleton Fisherman Mother Witch
Fireball
Zappies Fisherman Mother Witch
Poison
Zappies Fisherman Phoenix Mother Witch
Lightning
Fisherman Phoenix Mother Witch
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball

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.

Arrows Giant Skeleton Mother Witch

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

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.

Arrows Fisherman Fireball Mother Witch Phoenix Zappies Giant Skeleton Royal Giant

Shortest cycle

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

14 Arrows Fisherman Fireball Mother Witch

Attack Synergies 5 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.

Arrows
Fireball Royal Giant Giant Skeleton Mother Witch Phoenix
Fireball
Arrows Royal Giant
Fisherman
Royal Giant Giant Skeleton
Giant Skeleton
Arrows Fisherman Mother Witch Royal Giant Zappies
Mother Witch
Royal Giant Arrows Giant Skeleton
Phoenix
Arrows
Royal Giant
Arrows Fireball Fisherman Mother Witch Giant Skeleton Zappies
Zappies
Giant Skeleton Royal Giant

Defense Synergies 0 10

Arrows
Fireball Giant Skeleton Mother Witch Phoenix
Fireball
Arrows Zappies
Fisherman
Mother Witch Zappies
Giant Skeleton
Arrows Mother Witch Zappies
Mother Witch
Arrows Fisherman Giant Skeleton Zappies
Phoenix
Arrows
Royal Giant
Zappies
Fireball Fisherman Giant Skeleton Mother Witch

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 Zappies
Fisherman Phoenix Zappies
Fisherman Giant Skeleton Zappies
Fisherman Phoenix Zappies
Arrows Fireball Giant Skeleton
Arrows Fireball Mother Witch Zappies
Arrows Fireball Phoenix Zappies
Arrows Fireball Giant Skeleton Phoenix
Zappies Fisherman Phoenix
Fisherman Giant Skeleton Phoenix Zappies
Mother Witch Arrows Fireball Fisherman Giant Skeleton Zappies
Arrows Fireball Phoenix Zappies
Fireball Giant Skeleton Zappies
Fireball Arrows Zappies
Phoenix Zappies
Fireball Fisherman Zappies
Arrows Fireball Fisherman Zappies
Arrows Fireball Fisherman Zappies
Arrows Fireball Fisherman Giant Skeleton Mother Witch Zappies
Fisherman Phoenix Zappies
Arrows Fireball Fisherman Giant Skeleton Mother Witch Zappies

Counters to secondary win conditions

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

Fireball Fisherman Giant Skeleton Zappies
Fireball Arrows Fisherman Phoenix
Giant Skeleton Zappies Fisherman
Giant Skeleton Fireball Fisherman Phoenix Zappies
Giant Skeleton Fisherman Phoenix Zappies
Arrows Fireball Mother Witch Zappies
Fireball Giant Skeleton Phoenix Zappies
Giant Skeleton Fisherman Phoenix Zappies
Giant Skeleton Fireball Phoenix Zappies
Phoenix Zappies
Giant Skeleton Phoenix Zappies
Arrows Fireball Giant Skeleton Phoenix
Giant Skeleton Fireball Zappies
Fireball Zappies
Phoenix Zappies Fireball Fisherman Giant Skeleton
Arrows Fireball Giant Skeleton Mother Witch Phoenix Zappies
Arrows 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 Arrows Giant Skeleton
Arrows Fireball Fisherman
Arrows Fireball Giant Skeleton
Arrows Fireball Giant Skeleton
Fireball Arrows
Arrows Fireball Mother Witch
Arrows
Arrows Fireball
Arrows Fireball Fisherman
Fireball Fisherman
Arrows Fireball Fisherman
Fireball Arrows
Fireball Fisherman
Arrows Fireball Fisherman
Arrows Fireball Fisherman
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fisherman
Arrows Fireball Fisherman
Arrows Fireball Mother Witch
Fireball Giant Skeleton
Arrows Fireball
Fisherman
Arrows Fireball
Arrows Mother Witch Fireball
Fisherman
Arrows Fireball Fisherman
Fireball Arrows Fisherman
Fireball Arrows Fisherman
Arrows Fireball Mother Witch
Fireball Zappies
Fireball
Arrows Fireball
Arrows Fireball Zappies
Giant Skeleton
Arrows Fireball
Fireball Zappies
Fireball Arrows Zappies
Arrows Fireball
Fireball
Arrows Fireball
Arrows Fireball Giant Skeleton
Fireball Giant Skeleton Zappies
Fireball Zappies
Fireball Giant Skeleton

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