My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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!
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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

Defensive buildings

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

Cannon

Investments

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

Firecracker Royal Giant Fisherman Mega Knight

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 Lightning

Punishments

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

Royal Giant Mega Knight

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.

Electro Spirit Royal Giant Mega Knight

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 Firecracker

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
Giant Snowball
Cannon Fisherman
Zap
Cannon Firecracker Royal Giant Fisherman
Barbarian Barrel
Electro Spirit Cannon Firecracker
The Log
Electro Spirit Cannon Firecracker Royal Giant Fisherman
Earthquake
Cannon Firecracker
Arrows
Electro Spirit Firecracker
Royal Delivery
Electro Spirit Firecracker Fisherman
Fireball
Cannon Firecracker Fisherman
Poison
Cannon Firecracker Fisherman
Lightning
Cannon Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker Mega Knight

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 Mega Knight

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Electro Spirit Arrows Cannon Firecracker Fisherman Royal Giant Lightning Mega Knight

Shortest cycle

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

10 Electro Spirit Arrows Cannon Firecracker

Attack Synergies 4 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.

Electro Spirit
Royal Giant
Arrows
Royal Giant Lightning Mega Knight
Cannon
Firecracker
Royal Giant Fisherman Mega Knight
Royal Giant
Arrows Firecracker Lightning Fisherman Electro Spirit
Lightning
Royal Giant Arrows
Fisherman
Royal Giant Firecracker Mega Knight
Mega Knight
Arrows Firecracker Fisherman

Defense Synergies 1 7

Electro Spirit
Fisherman
Arrows
Mega Knight Cannon Lightning
Cannon
Arrows Firecracker
Firecracker
Cannon Fisherman Mega Knight
Royal Giant
Lightning
Arrows
Fisherman
Electro Spirit Firecracker Mega Knight
Mega Knight
Arrows Firecracker Fisherman

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 Cannon Firecracker
Cannon Firecracker Fisherman Mega Knight
Cannon Fisherman Mega Knight Lightning
Cannon Firecracker Fisherman Mega Knight
Lightning Arrows Firecracker Mega Knight
Arrows Electro Spirit Cannon Firecracker Mega Knight
Lightning Electro Spirit Arrows Cannon Firecracker
Lightning Electro Spirit Arrows Cannon Mega Knight
Cannon Fisherman
Cannon Firecracker Fisherman Mega Knight
Electro Spirit Arrows Cannon Firecracker Fisherman Mega Knight
Arrows Firecracker
Cannon Mega Knight Lightning
Mega Knight Electro Spirit Arrows Cannon Firecracker
Cannon Mega Knight
Cannon Lightning Fisherman Mega Knight
Mega Knight Arrows Cannon Firecracker Fisherman
Arrows Cannon Mega Knight Electro Spirit Firecracker Fisherman
Arrows Electro Spirit Cannon Firecracker Fisherman Mega Knight
Cannon Fisherman
Mega Knight Electro Spirit Arrows Cannon Firecracker Fisherman
Cannon Fisherman

Counters to secondary win conditions

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

Mega Knight Fisherman
Arrows Firecracker Lightning Fisherman Mega Knight
Mega Knight Lightning Fisherman
Lightning Mega Knight Fisherman
Cannon Fisherman Mega Knight
Arrows Firecracker Electro Spirit
Lightning
Mega Knight Fisherman
Lightning Mega Knight Electro Spirit Firecracker
Cannon
Mega Knight
Lightning Mega Knight Arrows
Lightning Mega Knight Cannon
Cannon Firecracker Mega Knight
Electro Spirit Firecracker Lightning Fisherman
Arrows Mega Knight Electro Spirit Cannon Firecracker
Electro Spirit Arrows Cannon

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 Firecracker
Arrows Firecracker Fisherman
Lightning Arrows
Lightning Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows Firecracker Electro Spirit
Arrows Firecracker
Arrows Firecracker Lightning
Arrows Firecracker Lightning Fisherman
Lightning Fisherman
Firecracker Lightning Arrows Fisherman
Lightning Arrows Firecracker
Lightning Firecracker Fisherman
Lightning Arrows Firecracker Fisherman
Lightning Arrows Firecracker Fisherman
Lightning Arrows Firecracker
Lightning Arrows Firecracker Mega Knight
Lightning Arrows
Lightning Fisherman
Lightning Arrows Firecracker Fisherman Mega Knight
Lightning Arrows Firecracker Mega Knight
Lightning Mega Knight
Lightning Arrows
Lightning Fisherman
Lightning Arrows
Arrows Firecracker Electro Spirit Mega Knight
Fisherman
Arrows Firecracker Lightning Fisherman
Lightning Arrows Fisherman Mega Knight
Lightning Arrows Firecracker Fisherman
Lightning Arrows Firecracker
Lightning Electro Spirit Firecracker
Lightning
Lightning Arrows Mega Knight
Lightning Electro Spirit Arrows Firecracker
Mega Knight
Arrows Firecracker Lightning
Lightning Electro Spirit
Lightning Arrows Firecracker
Arrows
Lightning Firecracker Mega Knight
Arrows Firecracker Lightning
Lightning Arrows
Firecracker Mega Knight
Electro Spirit Firecracker Lightning
Firecracker Lightning
Lightning Firecracker Mega Knight
Lightning Firecracker Mega Knight
Fisherman

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