My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Mega Minion

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 Mega Minion Fisherman Mighty Miner

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.

Fireball 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.

Fireball

Dropped at the bridge

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

Barbarians Royal Giant Heal Spirit 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
Royal Giant Fisherman Mighty Miner
Giant Snowball
Barbarians Mega Minion Fisherman Mighty Miner
Zap
Royal Giant Fisherman Mighty Miner
Barbarian Barrel
Barbarians Heal Spirit
The Log
Barbarians Royal Giant Heal Spirit Fisherman
Earthquake
Barbarians
Arrows
Heal Spirit
Royal Delivery
Barbarians Heal Spirit Mega Minion Fisherman
Fireball
Barbarians Mega Minion Fisherman Mighty Miner
Poison
Barbarians Mega Minion Fisherman
Lightning
Mega Minion Fisherman Mighty Miner
Rocket
Barbarians Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball The Log

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.

Heal Spirit Mega Minion Mighty Miner

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 Fireball

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 Heal Spirit Fireball

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.

Heal Spirit The Log Mega Minion Fisherman Fireball Mighty Miner Barbarians Royal Giant

Shortest cycle

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

9 Heal Spirit The Log Mega Minion Fisherman

Attack Synergies 3 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.

Barbarians
Heal Spirit
Royal Giant
Heal Spirit Fireball Fisherman Mega Minion The Log
Heal Spirit
Royal Giant Barbarians Mega Minion
Mega Minion
Royal Giant Heal Spirit Fireball
Fireball
Royal Giant Mega Minion The Log
The Log
Royal Giant Fireball Fisherman
Fisherman
Royal Giant The Log
Mighty Miner

Defense Synergies 1 3

Barbarians
Royal Giant
Heal Spirit
Mega Minion
The Log Fisherman
Fireball
The Log
The Log
Fireball Mega Minion Fisherman
Fisherman
Mega Minion The Log
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.

Mega Minion Fireball The Log
Barbarians Mega Minion The Log Fisherman
Barbarians Fisherman Mega Minion
Barbarians Mega Minion Fisherman
Barbarians Fireball The Log
Fireball The Log Mega Minion
Mega Minion Fireball
Barbarians Fireball The Log
Barbarians Mighty Miner Fisherman
Barbarians Fisherman
Barbarians Mega Minion Fireball The Log Fisherman
Mega Minion Fireball
Barbarians Fireball The Log
Fireball Barbarians Mega Minion The Log
Barbarians
Barbarians Fireball The Log Fisherman
Barbarians Fireball Fisherman
Fireball Barbarians Mega Minion The Log Fisherman
The Log Barbarians Mega Minion Fireball Fisherman
Barbarians Fisherman
Barbarians Fireball The Log Fisherman
Fisherman Mighty Miner

Counters to secondary win conditions

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

Barbarians Fireball Fisherman
Fireball Mega Minion The Log Fisherman
Barbarians The Log Fisherman
Barbarians Fireball The Log Fisherman
Barbarians Fisherman Mighty Miner
Fireball
Barbarians Mega Minion Fireball
Mighty Miner Barbarians Fisherman
Barbarians Mega Minion Fireball The Log
Barbarians Mega Minion
Barbarians Mega Minion
Barbarians Fireball The Log
Barbarians Fireball
Barbarians Fireball
Barbarians Mega Minion Fireball The Log Fisherman Mighty Miner
Barbarians Mega Minion Fireball The Log Mighty Miner
Fireball

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.)

Fireball The Log
Fireball The Log Fisherman
Fireball The Log
Barbarians Fireball The Log
Fireball The Log
Fireball Mega Minion
The Log
Fireball The Log
Fireball The Log Fisherman
Fireball Fisherman
Fireball The Log Fisherman
Fireball
Fireball The Log Fisherman
Fireball Fisherman
Fireball The Log Fisherman
Fireball The Log
Fireball The Log
Fireball
Fisherman
Mega Minion Fireball The Log Fisherman
Fireball The Log
Fireball The Log
Fireball
The Log Fisherman
Barbarians Fireball The Log
The Log Fireball
Mega Minion Fisherman
Fireball The Log Fisherman
Fireball The Log Fisherman
Fireball The Log Fisherman
Fireball
Mega Minion Fireball
Mega Minion Fireball
Fireball The Log
Fireball
Mighty Miner
Fireball The Log
Barbarians Fireball
Fireball Mega Minion
The Log Fireball
Fireball Mega Minion
The Log Fireball
Fireball
Mega Minion
Fireball The Log
Fireball
Fireball The Log
Fireball
Fisherman

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