My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 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.

Inferno Dragon

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 Valkyrie Bowler Fisherman Inferno Dragon

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 The Log

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.

Missing

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 Valkyrie

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 Valkyrie

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 Fisherman Inferno Dragon
Giant Snowball
Fisherman Inferno Dragon
Zap
Royal Giant Fisherman Inferno Dragon
Barbarian Barrel
Electro Spirit Valkyrie
The Log
Electro Spirit Royal Giant Fisherman
Earthquake
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Valkyrie Bowler Fisherman Inferno Dragon
Fireball
Bowler Fisherman Inferno Dragon
Poison
Fisherman
Lightning
Valkyrie Bowler Fisherman Inferno Dragon
Rocket
Valkyrie Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Valkyrie Bowler 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.

Electro Spirit Arrows Valkyrie Bowler Inferno Dragon

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

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.

Electro Spirit The Log Arrows Fisherman Valkyrie Inferno Dragon Bowler Royal Giant

Shortest cycle

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

9 Electro Spirit The Log Arrows Fisherman

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.

Electro Spirit
Royal Giant Bowler
Arrows
Royal Giant Bowler
Royal Giant
Arrows Fisherman Electro Spirit Bowler The Log
Valkyrie
Fisherman
Bowler
Electro Spirit Arrows Royal Giant The Log Fisherman
The Log
Royal Giant Bowler Fisherman
Fisherman
Royal Giant Valkyrie Bowler The Log
Inferno Dragon

Defense Synergies 1 9

Electro Spirit
The Log Fisherman
Arrows
Valkyrie Bowler
Royal Giant
Valkyrie
Arrows Bowler The Log Fisherman
Bowler
The Log Arrows Valkyrie
The Log
Bowler Electro Spirit Valkyrie Fisherman Inferno Dragon
Fisherman
Electro Spirit Valkyrie The Log
Inferno Dragon
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.

Bowler Valkyrie The Log
Inferno Dragon Valkyrie The Log Fisherman
Bowler Fisherman Valkyrie Inferno Dragon
Inferno Dragon Valkyrie Bowler Fisherman
Arrows Valkyrie Bowler The Log
Arrows Bowler The Log Electro Spirit Valkyrie
Inferno Dragon Electro Spirit Arrows
Bowler Electro Spirit Arrows Valkyrie The Log
Inferno Dragon Fisherman
Valkyrie Bowler Fisherman
Valkyrie Electro Spirit Arrows Bowler The Log Fisherman
Arrows Inferno Dragon
Bowler Valkyrie The Log
Valkyrie Bowler Electro Spirit Arrows The Log
Inferno Dragon
Bowler The Log Fisherman Inferno Dragon
Arrows Valkyrie Bowler Fisherman
Arrows Electro Spirit Valkyrie Bowler The Log Fisherman
Arrows Valkyrie The Log Electro Spirit Bowler Fisherman Inferno Dragon
Fisherman Inferno Dragon
Valkyrie Bowler Electro Spirit Arrows The Log Fisherman

Counters to secondary win conditions

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

Valkyrie Bowler Fisherman
Arrows Valkyrie Bowler The Log Fisherman Inferno Dragon
Valkyrie Bowler The Log Fisherman
Valkyrie Bowler The Log Fisherman
Valkyrie Bowler Fisherman Inferno Dragon
Arrows Electro Spirit
Valkyrie Bowler
Valkyrie Fisherman Inferno Dragon
Electro Spirit Valkyrie The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Valkyrie Bowler
Arrows Valkyrie Bowler The Log
Bowler Valkyrie
Valkyrie Bowler
Electro Spirit Valkyrie Bowler The Log Fisherman Inferno Dragon
Arrows Valkyrie Bowler Electro Spirit The Log Inferno Dragon
Electro Spirit 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 Valkyrie The Log
Arrows Bowler The Log Fisherman
Arrows The Log
Arrows Valkyrie The Log
Arrows Valkyrie Bowler The Log
Arrows Electro Spirit
Arrows Bowler The Log
Arrows The Log Bowler
Arrows The Log Fisherman
Bowler Fisherman
Arrows Valkyrie Bowler The Log Fisherman
Arrows
Bowler The Log Fisherman
Arrows Fisherman
Arrows The Log Fisherman
Arrows Bowler The Log
Arrows Bowler The Log
Arrows
Fisherman
Arrows Bowler The Log Fisherman
Arrows Valkyrie Bowler The Log
Bowler The Log
Arrows
Bowler The Log Fisherman
Arrows The Log
Arrows The Log Electro Spirit Valkyrie Bowler
Fisherman Inferno Dragon
Arrows The Log Bowler Fisherman
Arrows Bowler The Log Fisherman
Arrows The Log Fisherman
Arrows
Electro Spirit
Bowler
Arrows The Log
Electro Spirit Arrows
Arrows Bowler The Log
Electro Spirit
Arrows
Arrows The Log
Valkyrie Bowler
Arrows The Log Bowler
Arrows
Electro Spirit Bowler The Log
Bowler The Log
Inferno Dragon
Bowler

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