My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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.

Zappies

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 Zappies Fisherman Monk

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 Barbarian Barrel

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.

Electro Spirit Royal Giant Barbarian Barrel

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 Monk

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 Fisherman
Giant Snowball
Bomber Zappies Fisherman
Zap
Bomber Royal Giant Zappies Fisherman
Barbarian Barrel
Electro Spirit Bomber Zappies
The Log
Electro Spirit Bomber Royal Giant Zappies Fisherman
Earthquake
Bomber Zappies
Arrows
Electro Spirit Bomber Zappies
Royal Delivery
Electro Spirit Bomber Zappies Fisherman
Fireball
Bomber Zappies Fisherman
Poison
Bomber Zappies Fisherman
Lightning
Fisherman Monk
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Fireball Barbarian Barrel

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

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.

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.

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 Barbarian Barrel Fisherman Fireball Zappies Monk Royal Giant

Shortest cycle

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

8 Electro Spirit Bomber Barbarian Barrel Fisherman

Attack Synergies 4 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.

Electro Spirit
Royal Giant Fireball
Bomber
Royal Giant Barbarian Barrel Monk
Royal Giant
Bomber Fireball Barbarian Barrel Fisherman Electro Spirit Zappies Monk
Fireball
Royal Giant Electro Spirit
Zappies
Royal Giant Barbarian Barrel
Barbarian Barrel
Royal Giant Bomber Zappies
Fisherman
Royal Giant
Monk
Bomber Royal Giant

Defense Synergies 1 7

Electro Spirit
Fisherman
Bomber
Barbarian Barrel Fisherman
Royal Giant
Fireball
Barbarian Barrel Zappies
Zappies
Fireball Barbarian Barrel Fisherman
Barbarian Barrel
Fireball Bomber Zappies
Fisherman
Electro Spirit Bomber Zappies Monk
Monk
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.

Bomber Fireball Zappies Barbarian Barrel
Zappies Fisherman Monk
Fisherman Bomber Zappies
Zappies Fisherman Monk
Bomber Fireball Barbarian Barrel Monk
Fireball Barbarian Barrel Electro Spirit Bomber Zappies
Electro Spirit Fireball Zappies
Electro Spirit Fireball Barbarian Barrel Monk
Zappies Fisherman
Bomber Zappies Barbarian Barrel Fisherman
Electro Spirit Bomber Fireball Zappies Barbarian Barrel Fisherman
Fireball Zappies
Bomber Fireball Zappies
Bomber Fireball Electro Spirit Zappies Barbarian Barrel
Zappies
Monk Fireball Zappies Fisherman
Bomber Fireball Zappies Fisherman
Fireball Electro Spirit Bomber Zappies Barbarian Barrel Fisherman
Barbarian Barrel Electro Spirit Bomber Fireball Zappies Fisherman
Zappies Fisherman
Bomber Electro Spirit Fireball Zappies Barbarian Barrel Fisherman

Counters to secondary win conditions

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

Fireball Zappies Barbarian Barrel Fisherman
Fireball Bomber Barbarian Barrel Fisherman Monk
Zappies Fisherman
Fireball Zappies Barbarian Barrel Fisherman Monk
Zappies Fisherman
Fireball Electro Spirit Zappies Monk
Fireball Zappies
Zappies Fisherman
Electro Spirit Fireball Zappies Barbarian Barrel Monk
Zappies
Zappies
Monk Fireball
Fireball Zappies
Bomber Fireball Zappies
Zappies Electro Spirit Bomber Fireball Barbarian Barrel Fisherman Monk
Electro Spirit Bomber Fireball Zappies Barbarian Barrel
Electro Spirit Bomber 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 Barbarian Barrel Monk
Fireball Monk Barbarian Barrel Fisherman
Fireball Barbarian Barrel
Fireball Barbarian Barrel
Bomber Fireball Barbarian Barrel
Fireball Electro Spirit Monk
Bomber
Fireball Barbarian Barrel
Fireball Monk Fisherman
Fireball Fisherman
Monk Fireball Barbarian Barrel Fisherman
Fireball Monk
Fireball Barbarian Barrel Fisherman
Fireball Barbarian Barrel Fisherman Monk
Fireball Barbarian Barrel Fisherman
Bomber Fireball Barbarian Barrel
Fireball Barbarian Barrel
Monk Fireball Barbarian Barrel
Bomber Fisherman
Bomber Fireball Barbarian Barrel Fisherman Monk
Bomber Fireball Barbarian Barrel Monk
Fireball Monk
Fireball
Fisherman Monk
Fireball Barbarian Barrel Monk
Electro Spirit Bomber Fireball Barbarian Barrel
Fisherman
Fireball Barbarian Barrel Fisherman Monk
Fireball Fisherman Monk
Fireball Barbarian Barrel Fisherman
Fireball
Electro Spirit Fireball Zappies
Fireball
Bomber Fireball
Electro Spirit Fireball Zappies Monk
Fireball Monk
Electro Spirit Fireball Zappies Barbarian Barrel
Fireball Zappies Monk
Fireball Barbarian Barrel
Fireball
Bomber Fireball
Monk Fireball
Electro Spirit Fireball Zappies
Fireball Zappies
Fireball Barbarian Barrel Monk
Fireball Monk

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: