My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Phoenix

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.

Bomber Royal Giant Giant Skeleton Fisherman Phoenix

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

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 Giant Skeleton Phoenix

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 Giant Skeleton

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
Bomber Royal Giant Guards Giant Skeleton Fisherman Phoenix
Giant Snowball
Bomber Guards Fisherman
Zap
Bomber Royal Giant Guards Fisherman
Barbarian Barrel
Electro Spirit Bomber Guards Giant Skeleton
The Log
Electro Spirit Bomber Royal Giant Guards Giant Skeleton Fisherman
Earthquake
Bomber Guards
Arrows
Electro Spirit Bomber Guards
Royal Delivery
Electro Spirit Bomber Guards Giant Skeleton Fisherman
Fireball
Bomber Fisherman
Poison
Bomber Guards Fisherman Phoenix
Lightning
Fisherman Phoenix
Rocket
Phoenix

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 Bomber Arrows

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 Guards Giant Skeleton

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 Bomber Arrows Guards Fisherman Phoenix Royal Giant Giant Skeleton

Shortest cycle

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

9 Electro Spirit Bomber Arrows Guards

Attack Synergies 3 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 Giant Skeleton Phoenix
Bomber
Royal Giant Giant Skeleton
Arrows
Royal Giant Giant Skeleton Phoenix
Royal Giant
Bomber Arrows Fisherman Electro Spirit Guards Giant Skeleton
Guards
Royal Giant
Giant Skeleton
Electro Spirit Bomber Arrows Royal Giant Fisherman
Fisherman
Royal Giant Giant Skeleton
Phoenix
Electro Spirit Arrows

Defense Synergies 1 7

Electro Spirit
Fisherman Phoenix
Bomber
Guards Fisherman
Arrows
Giant Skeleton Phoenix
Royal Giant
Guards
Fisherman Bomber Giant Skeleton
Giant Skeleton
Arrows Guards
Fisherman
Guards Electro Spirit Bomber
Phoenix
Electro Spirit Arrows

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.

Bomber
Fisherman Phoenix
Fisherman Bomber Giant Skeleton
Guards Fisherman Phoenix
Bomber Arrows Giant Skeleton
Arrows Electro Spirit Bomber Guards
Electro Spirit Arrows Phoenix
Electro Spirit Arrows Giant Skeleton Phoenix
Fisherman Phoenix
Guards Bomber Giant Skeleton Fisherman Phoenix
Guards Electro Spirit Bomber Arrows Giant Skeleton Fisherman
Arrows Phoenix
Bomber Guards Giant Skeleton
Bomber Electro Spirit Arrows Guards
Phoenix
Fisherman
Bomber Arrows Fisherman
Arrows Electro Spirit Bomber Guards Fisherman
Arrows Electro Spirit Bomber Guards Giant Skeleton Fisherman
Fisherman Phoenix
Bomber Electro Spirit Arrows Guards Giant Skeleton Fisherman

Counters to secondary win conditions

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

Guards Giant Skeleton Fisherman
Bomber Arrows Fisherman Phoenix
Guards Giant Skeleton Fisherman
Guards Giant Skeleton Fisherman Phoenix
Giant Skeleton Guards Fisherman Phoenix
Arrows Electro Spirit
Guards Giant Skeleton Phoenix
Giant Skeleton Fisherman Phoenix
Giant Skeleton Electro Spirit Phoenix
Guards Phoenix
Guards Giant Skeleton Phoenix
Arrows Guards Giant Skeleton Phoenix
Giant Skeleton Guards
Bomber
Guards Phoenix Electro Spirit Bomber Giant Skeleton Fisherman
Arrows Electro Spirit Bomber Giant Skeleton Phoenix
Electro Spirit Bomber 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 Guards Giant Skeleton
Arrows Fisherman
Arrows Giant Skeleton
Arrows Guards Giant Skeleton
Bomber Arrows
Arrows Electro Spirit
Bomber Arrows
Arrows
Arrows Fisherman
Guards Fisherman
Arrows Fisherman
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Bomber Arrows
Arrows
Arrows
Bomber Fisherman
Bomber Arrows Fisherman
Bomber Arrows
Giant Skeleton
Arrows
Fisherman
Arrows
Arrows Electro Spirit Bomber
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Electro Spirit Guards
Bomber Arrows
Electro Spirit Arrows
Giant Skeleton
Arrows
Electro Spirit Guards
Arrows
Arrows
Arrows Bomber
Arrows Giant Skeleton
Electro Spirit Guards Giant Skeleton
Giant Skeleton

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