My Best Clash Royale Deck

Deck Check Rating

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

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 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 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.

Electro Dragon

Defensive buildings

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

Mortar

Investments

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

Electro Dragon Fisherman Goblinstein

Offensive cards

Win conditions

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

Mortar Miner

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.

Mortar Miner

Pump responses

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

Miner

Dropped at the bridge

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

Mortar

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 Dragon 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
Guards Miner Fisherman
Giant Snowball
Guards Electro Dragon Miner Fisherman
Zap
Mortar Guards Fisherman
Barbarian Barrel
Mortar Guards
The Log
Guards Fisherman
Earthquake
Mortar Guards
Arrows
Guards
Royal Delivery
Guards Electro Dragon Miner Fisherman
Fireball
Mortar Electro Dragon Fisherman
Poison
Mortar Guards Electro Dragon Fisherman
Lightning
Mortar Electro Dragon Fisherman Goblinstein
Rocket
Mortar Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Tornado Electro Dragon

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 Guards Tornado 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 Guards Tornado Miner Fisherman Mortar Electro Dragon Goblinstein

Shortest cycle

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

12 Arrows Guards Tornado Miner

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
Mortar Miner
Mortar
Miner Arrows Tornado
Guards
Miner
Tornado
Mortar Electro Dragon
Electro Dragon
Tornado Miner Fisherman
Miner
Mortar Guards Arrows Electro Dragon
Fisherman
Electro Dragon
Goblinstein

Defense Synergies 1 7

Arrows
Mortar Tornado
Mortar
Arrows Guards Tornado
Guards
Fisherman Mortar Electro Dragon
Tornado
Arrows Mortar Electro Dragon
Electro Dragon
Guards Tornado Fisherman
Miner
Fisherman
Guards Electro Dragon
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.

Mortar Electro Dragon
Mortar Electro Dragon Fisherman
Mortar Tornado Fisherman Electro Dragon
Mortar Guards Electro Dragon Fisherman
Arrows Tornado
Arrows Tornado Guards Electro Dragon
Tornado Arrows Mortar Electro Dragon
Arrows Electro Dragon
Mortar Tornado Fisherman
Guards Tornado Miner Fisherman
Guards Arrows Tornado Electro Dragon Fisherman
Arrows Tornado Electro Dragon
Mortar Guards Electro Dragon
Arrows Mortar Guards Tornado Electro Dragon
Mortar
Tornado Mortar Fisherman
Arrows Mortar Tornado Electro Dragon Fisherman
Arrows Mortar Guards Tornado Electro Dragon Fisherman
Arrows Mortar Tornado Guards Electro Dragon Fisherman
Mortar Tornado Fisherman
Arrows Guards Electro Dragon Fisherman

Counters to secondary win conditions

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

Guards Fisherman
Arrows Mortar Electro Dragon Miner Fisherman
Guards Electro Dragon Fisherman
Guards Tornado Fisherman
Guards Fisherman
Arrows Tornado Electro Dragon
Guards
Fisherman
Electro Dragon Mortar Tornado
Guards
Guards Electro Dragon
Arrows Guards Tornado
Guards
Electro Dragon
Guards Electro Dragon Mortar Tornado Fisherman
Arrows Electro Dragon
Arrows Mortar

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 Mortar Guards Electro Dragon
Arrows Mortar Tornado Electro Dragon Miner Fisherman
Arrows Electro Dragon Miner
Arrows Guards
Arrows Mortar
Arrows Tornado Electro Dragon
Arrows Mortar Tornado
Arrows Tornado Electro Dragon
Arrows Miner Mortar Tornado Electro Dragon Fisherman
Guards Tornado Electro Dragon Fisherman
Miner Arrows Mortar Tornado Electro Dragon Fisherman
Arrows Tornado Electro Dragon
Mortar Miner Fisherman
Arrows Mortar Electro Dragon Fisherman
Arrows Mortar Fisherman
Arrows Mortar Electro Dragon
Arrows Mortar Electro Dragon
Arrows Mortar Tornado
Fisherman
Arrows Mortar Electro Dragon Fisherman
Arrows Mortar Tornado Electro Dragon Miner
Arrows Tornado
Tornado Fisherman
Arrows Mortar Electro Dragon
Arrows Tornado Mortar Electro Dragon
Fisherman
Arrows Mortar Miner Tornado Electro Dragon Fisherman
Arrows Mortar Tornado Electro Dragon Miner Fisherman
Miner Arrows Mortar Tornado Fisherman
Arrows Tornado Electro Dragon
Electro Dragon Guards
Arrows Mortar Electro Dragon Miner
Arrows Electro Dragon
Arrows
Guards Electro Dragon
Arrows Tornado Electro Dragon
Arrows
Miner Electro Dragon
Arrows Mortar Electro Dragon
Arrows Tornado
Electro Dragon
Electro Dragon Guards Tornado
Tornado Electro Dragon
Electro Dragon Mortar Tornado Miner
Mortar Electro Dragon

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