My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 warnings 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Executioner

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bowler Executioner Electro Giant Fisherman Mighty Miner

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows Tornado

Punishments

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

Electro Giant

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.

Electro Giant Mighty Miner

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.

Mighty Miner

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
Fisherman Mighty Miner
Giant Snowball
Fisherman Mighty Miner
Zap
Fisherman Mighty Miner
Barbarian Barrel
Bomb Tower Executioner
The Log
Fisherman
Earthquake
Bomb Tower
Arrows
Royal Delivery
Bowler Executioner Fisherman
Fireball
Bomb Tower Bowler Executioner Fisherman Mighty Miner
Poison
Bomb Tower Executioner Fisherman
Lightning
Bomb Tower Bowler Executioner Fisherman Mighty Miner
Rocket
Bomb Tower Bowler Executioner Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Executioner Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Tornado Bowler Executioner Electro Giant

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 Tornado Bowler Executioner Electro Giant Mighty Miner

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.

Arrows Tornado Fisherman Bomb Tower Mighty Miner Bowler Executioner Electro Giant

Shortest cycle

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

13 Arrows Tornado Fisherman Bomb Tower

Attack Synergies 2 6

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
Bowler Mighty Miner
Bomb Tower
Tornado
Executioner Electro Giant Bowler
Bowler
Arrows Tornado Executioner Fisherman
Executioner
Tornado Bowler
Electro Giant
Tornado Fisherman
Fisherman
Bowler Electro Giant
Mighty Miner
Arrows

Defense Synergies 3 5

Arrows
Bomb Tower Tornado Bowler
Bomb Tower
Tornado Arrows
Tornado
Bomb Tower Bowler Executioner Arrows Electro Giant
Bowler
Tornado Arrows
Executioner
Tornado
Electro Giant
Tornado Fisherman
Fisherman
Electro Giant
Mighty Miner

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.

Bowler Executioner
Bomb Tower Executioner Fisherman
Bomb Tower Tornado Bowler Fisherman Executioner
Bomb Tower Bowler Fisherman
Arrows Bomb Tower Tornado Bowler
Arrows Tornado Bowler Bomb Tower Executioner
Tornado Arrows Bomb Tower Executioner
Bowler Arrows Bomb Tower Electro Giant
Mighty Miner Bomb Tower Tornado Fisherman
Tornado Bowler Fisherman
Executioner Arrows Bomb Tower Tornado Bowler Electro Giant Fisherman
Arrows Executioner Tornado
Bomb Tower Bowler
Bomb Tower Bowler Executioner Arrows Tornado
Bomb Tower
Bomb Tower Tornado Bowler Electro Giant Fisherman
Bomb Tower Arrows Tornado Bowler Executioner Fisherman
Arrows Bomb Tower Tornado Bowler Executioner Fisherman
Arrows Bomb Tower Tornado Executioner Bowler Fisherman
Bomb Tower Tornado Fisherman
Bowler Arrows Bomb Tower Executioner Electro Giant Fisherman
Bomb Tower Mighty Miner

Counters to secondary win conditions

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

Bowler Electro Giant Fisherman
Arrows Bomb Tower Bowler Executioner Fisherman
Bomb Tower Bowler Fisherman
Bowler Tornado Fisherman
Bowler Executioner Fisherman Mighty Miner
Arrows Executioner Electro Giant Bomb Tower Tornado
Bomb Tower Bowler
Mighty Miner Bomb Tower Fisherman
Bomb Tower Tornado
Bomb Tower Bowler
Arrows Tornado Bowler Electro Giant
Bowler Bomb Tower Executioner
Bomb Tower Bowler Executioner Electro Giant
Electro Giant Bomb Tower Tornado Bowler Executioner Fisherman Mighty Miner
Arrows Bowler Executioner Bomb Tower Electro Giant Mighty Miner
Arrows Bomb Tower

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
Arrows Tornado Bowler Executioner Fisherman
Arrows
Arrows
Executioner Arrows Bowler
Arrows Executioner Electro Giant Tornado
Arrows Tornado Bowler Executioner
Arrows Tornado Bowler Executioner
Arrows Tornado Fisherman
Tornado Bowler Fisherman
Arrows Tornado Bowler Fisherman
Arrows Tornado Executioner
Bowler Executioner Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Bowler Executioner
Arrows Bowler Executioner
Arrows Tornado
Fisherman
Arrows Bowler Executioner Fisherman
Arrows Tornado Bowler Electro Giant
Bowler
Arrows Tornado
Tornado Bowler Fisherman
Arrows
Arrows Tornado Electro Giant Bowler Executioner
Fisherman
Arrows Tornado Bowler Executioner Fisherman
Arrows Tornado Bowler Fisherman
Arrows Tornado Fisherman
Arrows Tornado Executioner Electro Giant
Electro Giant
Bowler
Arrows
Arrows
Mighty Miner
Arrows Bowler
Arrows Tornado Executioner
Arrows
Bowler Executioner
Arrows Bowler Executioner
Arrows Tornado Electro Giant
Executioner
Electro Giant Tornado Bowler
Tornado Executioner
Tornado Bowler Executioner Electro Giant
Bowler

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