My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

Inferno Dragon

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.

Knight Royal Giant Fisherman Inferno Dragon

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 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.

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 Goblins Knight Royal Giant

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

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 Inferno Dragon
Giant Snowball
Goblins Fisherman Inferno Dragon
Zap
Goblins Royal Giant Fisherman Inferno Dragon
Barbarian Barrel
Electro Spirit Goblins Knight
The Log
Electro Spirit Goblins Royal Giant Fisherman
Earthquake
Arrows
Electro Spirit Goblins
Royal Delivery
Electro Spirit Goblins Knight Fisherman Inferno Dragon
Fireball
Fisherman Inferno Dragon
Poison
Fisherman
Lightning
Knight Fisherman Inferno Dragon
Rocket
Inferno Dragon

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 Arrows The Log

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 Knight Inferno Dragon

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

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.

Goblins

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 Goblins The Log Arrows Knight Fisherman Inferno Dragon Royal Giant

Shortest cycle

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

8 Electro Spirit Goblins The Log Arrows

Attack Synergies 2 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
Goblins
Royal Giant
Arrows
Royal Giant Knight
Knight
Arrows The Log
Royal Giant
Arrows Fisherman Electro Spirit Goblins The Log
The Log
Knight Royal Giant Fisherman
Fisherman
Royal Giant The Log
Inferno Dragon

Defense Synergies 0 10

Electro Spirit
The Log Fisherman
Goblins
Knight The Log Fisherman
Arrows
Knight
Knight
Goblins Arrows The Log Fisherman
Royal Giant
The Log
Electro Spirit Goblins Knight Fisherman Inferno Dragon
Fisherman
Electro Spirit Goblins Knight The Log
Inferno Dragon
The Log

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.

Knight The Log
Inferno Dragon Goblins Knight The Log Fisherman
Fisherman Goblins Knight Inferno Dragon
Inferno Dragon Goblins Knight Fisherman
Arrows The Log
Arrows The Log Electro Spirit Goblins
Inferno Dragon Electro Spirit Arrows
Electro Spirit Arrows The Log
Inferno Dragon Goblins Fisherman
Knight Goblins Fisherman
Goblins Electro Spirit Arrows Knight The Log Fisherman
Arrows Inferno Dragon
Knight The Log
Electro Spirit Goblins Arrows The Log
Inferno Dragon Knight
The Log Fisherman Inferno Dragon
Goblins Arrows Knight Fisherman
Arrows Electro Spirit Goblins Knight The Log Fisherman
Arrows The Log Electro Spirit Knight Fisherman Inferno Dragon
Fisherman Inferno Dragon
Electro Spirit Goblins Arrows Knight The Log Fisherman
Inferno Dragon

Counters to secondary win conditions

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

Knight Goblins Fisherman
Arrows Knight The Log Fisherman Inferno Dragon
Goblins Knight The Log Fisherman
Knight The Log Fisherman
Knight Fisherman Inferno Dragon
Arrows Electro Spirit
Goblins Knight
Knight Fisherman Inferno Dragon
Electro Spirit Goblins Knight The Log Inferno Dragon
Inferno Dragon
Inferno Dragon Knight
Arrows The Log
Knight
Electro Spirit Goblins Knight The Log Fisherman Inferno Dragon
Arrows Electro Spirit The Log Inferno Dragon
Electro Spirit 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 Knight The Log
Arrows The Log Fisherman
Arrows The Log
Arrows Knight The Log
Arrows The Log
Arrows Electro Spirit
Arrows The Log
Arrows The Log
Arrows The Log Fisherman
Goblins Fisherman
Arrows Knight The Log Fisherman
Arrows
Knight The Log Fisherman
Arrows Fisherman
Arrows The Log Fisherman
Arrows The Log
Arrows The Log
Arrows
Fisherman
Arrows The Log Fisherman
Arrows The Log
The Log
Arrows
The Log Fisherman
Arrows The Log
Arrows The Log Electro Spirit
Fisherman Inferno Dragon
Arrows The Log Fisherman
Arrows The Log Fisherman
Arrows The Log Fisherman
Arrows
Electro Spirit
Arrows The Log
Electro Spirit Arrows
Arrows The Log
Electro Spirit
Arrows
Arrows The Log
Knight
Arrows The Log
Arrows
Electro Spirit The Log
The Log
Inferno Dragon

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