My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

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 Fisherman Phoenix 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.

Rage Void

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.

Void

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber

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 Rage

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Bomber Rage Void Fisherman Phoenix Monk Royal Giant

Shortest cycle

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

8 Electro Spirit Bomber Rage Void

Attack Synergies 3 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 Phoenix
Bomber
Royal Giant Monk
Royal Giant
Bomber Fisherman Electro Spirit Void Monk
Rage
Phoenix
Void
Royal Giant
Fisherman
Royal Giant
Phoenix
Monk Electro Spirit Rage
Monk
Phoenix Bomber Royal Giant

Defense Synergies 0 5

Electro Spirit
Fisherman Phoenix
Bomber
Fisherman
Royal Giant
Rage
Void
Fisherman
Electro Spirit Bomber Monk
Phoenix
Electro Spirit Monk
Monk
Fisherman Phoenix

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 Void
Bomber Fisherman Phoenix Monk
Fisherman Bomber Void
Bomber Fisherman Phoenix Monk
Bomber Monk
Electro Spirit Bomber
Electro Spirit Void Phoenix
Electro Spirit Void Phoenix Monk
Fisherman Phoenix
Bomber Fisherman Phoenix
Electro Spirit Bomber Fisherman
Phoenix
Bomber
Bomber Electro Spirit
Phoenix
Monk Fisherman
Bomber Fisherman
Electro Spirit Bomber Fisherman
Electro Spirit Bomber Fisherman
Fisherman Phoenix
Bomber Electro Spirit Fisherman

Counters to secondary win conditions

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

Void Fisherman
Void Bomber Fisherman Phoenix Monk
Fisherman
Fisherman Phoenix Monk
Fisherman Phoenix
Electro Spirit Monk
Void Phoenix
Fisherman Phoenix
Void Electro Spirit Phoenix Monk
Phoenix
Phoenix
Monk Void Phoenix
Bomber
Phoenix Electro Spirit Bomber Fisherman Monk
Electro Spirit Bomber Phoenix
Void

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.)

Void Monk
Void Monk Fisherman
Void
Void
Bomber
Electro Spirit Monk
Bomber
Void Monk Fisherman
Void Fisherman
Void Monk Fisherman
Void Monk
Void Fisherman
Void Fisherman Monk
Fisherman
Bomber
Monk
Bomber Fisherman
Void Bomber Fisherman Monk
Bomber Monk
Void Monk
Void
Void Fisherman Monk
Void Monk
Electro Spirit Bomber
Fisherman
Void Fisherman Monk
Void Fisherman Monk
Void Fisherman
Electro Spirit Void
Void
Void Bomber
Void Electro Spirit Monk
Monk
Electro Spirit Void
Monk
Void
Bomber
Void Monk
Electro Spirit
Void
Void Monk

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