My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Great!
Synergy
RIP
Versatility
Bad
F2P score
Bad

4 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding 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 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Firecracker

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.

Ice Spirit Firecracker Fisherman Monk

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Giant Snowball The Log

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 Ice Spirit

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Giant Snowball Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Giant Snowball Firecracker The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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 Ice Spirit

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.

Ice Spirit

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Electro Spirit Ice Spirit Giant Snowball The Log Firecracker Fisherman Monk

Shortest cycle

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

4 Mirror Electro Spirit Ice Spirit Giant Snowball

Attack Synergies 1 11

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
Giant Snowball
Ice Spirit
Giant Snowball Firecracker Fisherman
Giant Snowball
Electro Spirit Ice Spirit Firecracker Mirror The Log
Firecracker
Ice Spirit Giant Snowball Mirror Fisherman Monk
Mirror
The Log Giant Snowball Firecracker
The Log
Mirror Giant Snowball Fisherman
Fisherman
Ice Spirit Firecracker The Log
Monk
Firecracker

Defense Synergies 2 15

Electro Spirit
Giant Snowball The Log Fisherman
Ice Spirit
Giant Snowball Firecracker The Log Fisherman
Giant Snowball
Mirror Electro Spirit Ice Spirit Firecracker The Log Fisherman
Firecracker
The Log Ice Spirit Giant Snowball Mirror Fisherman
Mirror
Giant Snowball Firecracker The Log
The Log
Firecracker Electro Spirit Ice Spirit Giant Snowball Mirror Fisherman
Fisherman
Electro Spirit Ice Spirit Giant Snowball Firecracker The Log 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.

Firecracker The Log
Ice Spirit Firecracker The Log Fisherman Monk
Fisherman Giant Snowball
Firecracker Fisherman Monk
Firecracker The Log Monk
The Log Electro Spirit Giant Snowball Firecracker
Giant Snowball Electro Spirit Ice Spirit Firecracker
Electro Spirit The Log Monk
Fisherman
Ice Spirit Giant Snowball Firecracker Fisherman
Electro Spirit Giant Snowball Firecracker The Log Fisherman
Giant Snowball Firecracker
Ice Spirit Giant Snowball The Log
Electro Spirit Ice Spirit Giant Snowball Firecracker The Log
Monk Ice Spirit Giant Snowball The Log Fisherman
Firecracker Fisherman
Ice Spirit Electro Spirit Giant Snowball Firecracker The Log Fisherman
Giant Snowball The Log Electro Spirit Ice Spirit Firecracker Fisherman
Fisherman
Electro Spirit Giant Snowball Firecracker The Log Fisherman

Counters to secondary win conditions

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

Giant Snowball Fisherman
Giant Snowball Firecracker The Log Fisherman Monk
Ice Spirit The Log Fisherman
The Log Fisherman Monk
Fisherman
Firecracker Electro Spirit Ice Spirit Giant Snowball Monk
Fisherman
Electro Spirit Ice Spirit Giant Snowball Firecracker The Log Monk
Monk Giant Snowball The Log
Firecracker
Electro Spirit Ice Spirit Firecracker The Log Fisherman Monk
Electro Spirit Giant Snowball Firecracker The Log
Electro Spirit Giant Snowball

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.)

Firecracker The Log Monk
Firecracker Monk Giant Snowball The Log Fisherman
The Log
Firecracker The Log
Giant Snowball Firecracker The Log
Firecracker Electro Spirit Ice Spirit Giant Snowball Monk
Firecracker The Log
The Log Ice Spirit Giant Snowball Firecracker
The Log Monk Giant Snowball Firecracker Fisherman
Giant Snowball Fisherman
Firecracker Monk The Log Fisherman
Monk Giant Snowball Firecracker
Giant Snowball Firecracker The Log Fisherman
Firecracker Fisherman Monk
Giant Snowball Firecracker The Log Fisherman
Giant Snowball Firecracker The Log
Firecracker The Log
Monk Giant Snowball
Fisherman
Giant Snowball Firecracker The Log Fisherman Monk
Giant Snowball Firecracker The Log Monk
The Log Monk
Giant Snowball
The Log Fisherman Monk
Giant Snowball The Log Monk
Giant Snowball Firecracker The Log Electro Spirit Ice Spirit
Fisherman
Firecracker The Log Giant Snowball Fisherman Monk
Giant Snowball The Log Fisherman Monk
Firecracker The Log Fisherman
Giant Snowball Firecracker
Electro Spirit Ice Spirit Giant Snowball Firecracker
Giant Snowball
Giant Snowball The Log
Electro Spirit Ice Spirit Giant Snowball Firecracker Monk
Giant Snowball Firecracker The Log Monk
Electro Spirit Ice Spirit
Giant Snowball Firecracker Monk
The Log
Firecracker
The Log Giant Snowball Firecracker
Monk Giant Snowball
Firecracker
Electro Spirit Ice Spirit Giant Snowball Firecracker The Log
Firecracker Giant Snowball
Giant Snowball Firecracker The Log Monk
Firecracker Monk

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: