My Best Clash Royale Deck

Deck Check Rating

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Skeleton Dragons Wizard Ice Wizard

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.

Skeleton Dragons Giant Wizard Ice Wizard Fisherman Goblinstein

Offensive cards

Win conditions

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

Giant

Damage spells

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

Arrows Lightning

Punishments

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

Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Giant

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
Giant Fisherman
Giant Snowball
Skeleton Dragons Fisherman
Zap
Fisherman
Barbarian Barrel
Wizard Ice Wizard
The Log
Fisherman
Earthquake
Arrows
Skeleton Dragons
Royal Delivery
Skeleton Dragons Wizard Ice Wizard Fisherman
Fireball
Skeleton Dragons Wizard Ice Wizard Fisherman
Poison
Skeleton Dragons Wizard Ice Wizard Fisherman
Lightning
Skeleton Dragons Wizard Ice Wizard Fisherman Goblinstein
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Skeleton Dragons Wizard Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Skeleton Dragons Wizard Ice Wizard

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Ice Wizard

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.

Wizard Ice Wizard

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.

Arrows Ice Wizard Fisherman Skeleton Dragons Giant Wizard Goblinstein Lightning

Shortest cycle

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

13 Arrows Ice Wizard Fisherman Skeleton Dragons

Attack Synergies 2 7

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
Giant Lightning
Skeleton Dragons
Giant Fisherman
Giant
Arrows Lightning Skeleton Dragons Wizard Ice Wizard Fisherman
Wizard
Giant
Lightning
Giant Arrows
Ice Wizard
Giant Fisherman
Fisherman
Skeleton Dragons Giant Ice Wizard
Goblinstein

Defense Synergies 0 6

Arrows
Lightning Ice Wizard
Skeleton Dragons
Ice Wizard Fisherman
Giant
Wizard
Ice Wizard
Lightning
Arrows
Ice Wizard
Arrows Skeleton Dragons Wizard Fisherman
Fisherman
Skeleton Dragons Ice Wizard
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.

Lightning Skeleton Dragons Wizard
Skeleton Dragons Ice Wizard Fisherman
Fisherman Skeleton Dragons Lightning Ice Wizard
Skeleton Dragons Ice Wizard Fisherman
Lightning Arrows
Arrows Skeleton Dragons Ice Wizard
Skeleton Dragons Lightning Arrows Wizard Ice Wizard
Lightning Arrows Skeleton Dragons
Ice Wizard Fisherman
Ice Wizard Fisherman
Skeleton Dragons Ice Wizard Arrows Wizard Fisherman
Arrows Skeleton Dragons Wizard Ice Wizard
Skeleton Dragons Wizard Lightning Ice Wizard
Wizard Arrows Skeleton Dragons
Lightning Fisherman
Wizard Arrows Skeleton Dragons Fisherman
Arrows Skeleton Dragons Wizard Ice Wizard Fisherman
Arrows Wizard Skeleton Dragons Ice Wizard Fisherman
Fisherman
Skeleton Dragons Wizard Arrows Fisherman

Counters to secondary win conditions

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

Fisherman
Arrows Skeleton Dragons Wizard Lightning Fisherman
Lightning Fisherman
Lightning Fisherman
Fisherman
Arrows Skeleton Dragons Wizard Ice Wizard
Lightning Ice Wizard
Fisherman
Lightning Skeleton Dragons
Skeleton Dragons
Lightning Arrows
Lightning Wizard
Wizard Skeleton Dragons
Skeleton Dragons Lightning Fisherman
Arrows Skeleton Dragons Wizard Ice Wizard
Arrows Ice Wizard

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.)

Lightning Arrows Skeleton Dragons
Arrows Skeleton Dragons Ice Wizard Fisherman
Lightning Arrows Skeleton Dragons
Lightning Arrows Skeleton Dragons
Wizard Arrows Skeleton Dragons
Arrows Skeleton Dragons Wizard Ice Wizard
Arrows Skeleton Dragons Wizard
Arrows Skeleton Dragons Wizard Lightning Ice Wizard
Arrows Skeleton Dragons Wizard Lightning Fisherman
Lightning Fisherman
Lightning Arrows Skeleton Dragons Wizard Fisherman
Lightning Arrows Skeleton Dragons Wizard
Lightning Skeleton Dragons Fisherman
Lightning Arrows Skeleton Dragons Fisherman
Lightning Arrows Skeleton Dragons Fisherman
Lightning Arrows Skeleton Dragons Wizard
Lightning Arrows Skeleton Dragons Wizard
Lightning Arrows
Skeleton Dragons Lightning Fisherman
Lightning Arrows Skeleton Dragons Wizard Fisherman
Lightning Arrows Skeleton Dragons Wizard
Lightning Skeleton Dragons
Lightning Arrows Skeleton Dragons Wizard
Lightning Fisherman
Lightning Arrows Skeleton Dragons
Arrows Skeleton Dragons Wizard Ice Wizard
Fisherman
Arrows Skeleton Dragons Wizard Lightning Ice Wizard Fisherman
Lightning Arrows Skeleton Dragons Wizard Fisherman
Lightning Arrows Skeleton Dragons Fisherman
Lightning Arrows Skeleton Dragons Wizard Ice Wizard
Lightning Skeleton Dragons Wizard
Lightning
Lightning Arrows Skeleton Dragons Wizard
Lightning Arrows Skeleton Dragons
Arrows Wizard Lightning
Lightning
Lightning Arrows Skeleton Dragons Wizard Ice Wizard
Arrows
Lightning Skeleton Dragons Wizard
Arrows Skeleton Dragons Wizard Lightning
Lightning Arrows
Skeleton Dragons
Skeleton Dragons Lightning
Skeleton Dragons Lightning
Lightning
Lightning Skeleton Dragons Wizard

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