My Best Clash Royale Deck

Deck Check Rating

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

2 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Bats

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.

Bats Royal Recruits Fisherman Goblinstein

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows The Log

Punishments

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

Royal Recruits

Pump responses

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

Missing

Dropped at the bridge

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

Barbarians Royal Recruits

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
Bats Royal Recruits Guards Fisherman
Giant Snowball
Bats Barbarians Royal Recruits Guards Fisherman
Zap
Bats Guards Fisherman
Barbarian Barrel
Barbarians Royal Recruits Guards
The Log
Barbarians Royal Recruits Guards Fisherman
Earthquake
Barbarians Guards
Arrows
Bats Royal Recruits Guards
Royal Delivery
Bats Barbarians Royal Recruits Guards Fisherman
Fireball
Barbarians Fisherman
Poison
Bats Barbarians Royal Recruits Guards Fisherman
Lightning
Fisherman Goblinstein
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log

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.

Bats Arrows Royal Recruits Guards

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.

Barbarians

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Bats The Log Arrows Guards Fisherman Barbarians Goblinstein Royal Recruits

Shortest cycle

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

10 Bats The Log Arrows Guards

Attack Synergies 0 4

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.

Bats
Royal Recruits Fisherman
Arrows
Barbarians
Royal Recruits
Bats
Guards
The Log
The Log
Guards Fisherman
Fisherman
Bats The Log
Goblinstein

Defense Synergies 1 7

Bats
Royal Recruits The Log Fisherman
Arrows
Barbarians
Barbarians
Arrows
Royal Recruits
Bats The Log
Guards
Fisherman The Log
The Log
Bats Royal Recruits Guards Fisherman
Fisherman
Guards Bats The Log
Goblinstein

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.

Royal Recruits The Log
Barbarians Bats Royal Recruits The Log Fisherman
Barbarians Fisherman Bats Royal Recruits
Barbarians Royal Recruits Bats Guards Fisherman
Arrows Barbarians Royal Recruits The Log
Arrows The Log Bats Guards
Bats Arrows
Arrows Barbarians Royal Recruits The Log
Barbarians Royal Recruits Fisherman
Guards Barbarians Royal Recruits Fisherman
Bats Barbarians Guards Arrows Royal Recruits The Log Fisherman
Arrows Bats
Barbarians Royal Recruits Bats Guards The Log
Bats Arrows Barbarians Royal Recruits Guards The Log
Barbarians Royal Recruits
Barbarians Royal Recruits The Log Fisherman Goblinstein
Barbarians Bats Arrows Royal Recruits Fisherman
Arrows Bats Barbarians Royal Recruits Guards The Log Fisherman
Arrows The Log Bats Barbarians Royal Recruits Guards Fisherman
Barbarians Royal Recruits Fisherman
Royal Recruits Bats Arrows Barbarians Guards The Log Fisherman
Guards Fisherman

Counters to secondary win conditions

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

Barbarians Royal Recruits Guards Fisherman
Arrows The Log Fisherman
Barbarians Royal Recruits Guards Bats The Log Fisherman
Royal Recruits Guards Bats Barbarians The Log Fisherman
Barbarians Royal Recruits Guards Fisherman
Arrows Goblinstein Bats
Royal Recruits Guards Bats Barbarians
Barbarians Royal Recruits Fisherman
Royal Recruits Goblinstein Bats Barbarians The Log
Royal Recruits Barbarians Guards
Bats Barbarians Royal Recruits Guards
Royal Recruits Arrows Barbarians Guards The Log
Barbarians Royal Recruits Guards
Royal Recruits Barbarians
Barbarians Royal Recruits Guards Bats The Log Fisherman Goblinstein
Bats Arrows Barbarians Royal Recruits The Log
Arrows

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.)

Arrows Royal Recruits Guards The Log
Arrows The Log Fisherman
Arrows The Log
Arrows Barbarians Royal Recruits Guards The Log
Arrows The Log Goblinstein
Arrows Goblinstein Bats
Arrows The Log
Arrows The Log
Arrows The Log Fisherman
Bats Guards Fisherman
Arrows Royal Recruits The Log Fisherman
Arrows
The Log Fisherman
Arrows Fisherman
Arrows The Log Fisherman
Arrows The Log
Arrows Royal Recruits The Log
Arrows
Bats Fisherman
Arrows The Log Fisherman
Arrows The Log
The Log
Arrows
The Log Fisherman
Arrows Barbarians Royal Recruits The Log
Arrows The Log Goblinstein
Fisherman
Arrows The Log Fisherman
Arrows The Log Fisherman
Arrows The Log Fisherman
Bats Arrows
Bats Guards Goblinstein
Arrows The Log
Arrows
Arrows The Log
Bats Barbarians Royal Recruits Guards Goblinstein
Arrows
Arrows The Log
Arrows The Log
Arrows
Royal Recruits
Bats Royal Recruits Guards The Log
Bats
Royal Recruits The Log
Fisherman

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