My Best Clash Royale Deck

Deck Check Rating

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

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!

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.

Knight Royal Giant Royal Recruits 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.

Zap Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant Royal Recruits

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 Knight Royal Giant Royal Recruits 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

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap 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 Knight Royal Recruits

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Zap Arrows Knight Fisherman Phoenix Royal Giant Royal Recruits

Shortest cycle

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

9 Electro Spirit Zap Arrows Knight

Attack Synergies 3 10

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
Zap Royal Giant Phoenix
Zap
Arrows Electro Spirit Knight Royal Giant Royal Recruits Fisherman Phoenix
Arrows
Zap Royal Giant Knight Phoenix
Knight
Zap Arrows
Royal Giant
Arrows Fisherman Electro Spirit Zap
Royal Recruits
Zap
Fisherman
Royal Giant Zap
Phoenix
Electro Spirit Zap Arrows

Defense Synergies 0 11

Electro Spirit
Zap Fisherman Phoenix
Zap
Electro Spirit Arrows Knight Fisherman Phoenix
Arrows
Zap Knight Phoenix
Knight
Zap Arrows Fisherman Phoenix
Royal Giant
Royal Recruits
Fisherman
Electro Spirit Zap Knight
Phoenix
Electro Spirit Zap Arrows Knight

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.

Zap Knight Royal Recruits
Zap Knight Royal Recruits Fisherman Phoenix
Fisherman Knight Royal Recruits
Royal Recruits Knight Fisherman Phoenix
Arrows Royal Recruits
Arrows Electro Spirit Zap
Electro Spirit Zap Arrows Phoenix
Electro Spirit Zap Arrows Royal Recruits Phoenix
Royal Recruits Fisherman Phoenix
Knight Royal Recruits Fisherman Phoenix
Electro Spirit Zap Arrows Knight Royal Recruits Fisherman
Arrows Zap Phoenix
Royal Recruits Zap Knight
Electro Spirit Zap Arrows Royal Recruits
Royal Recruits Knight Phoenix
Zap Royal Recruits Fisherman
Arrows Knight Royal Recruits Fisherman
Arrows Electro Spirit Zap Knight Royal Recruits Fisherman
Zap Arrows Electro Spirit Knight Royal Recruits Fisherman
Royal Recruits Fisherman Phoenix
Royal Recruits Electro Spirit Arrows Knight Fisherman

Counters to secondary win conditions

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

Knight Royal Recruits Zap Fisherman
Zap Arrows Knight Fisherman Phoenix
Royal Recruits Zap Knight Fisherman
Royal Recruits Zap Knight Fisherman Phoenix
Royal Recruits Knight Fisherman Phoenix
Arrows Electro Spirit Zap
Royal Recruits Knight Phoenix
Knight Royal Recruits Fisherman Phoenix
Zap Royal Recruits Electro Spirit Knight Phoenix
Royal Recruits Phoenix
Knight Royal Recruits Phoenix
Royal Recruits Zap Arrows Phoenix
Royal Recruits Knight
Royal Recruits
Royal Recruits Phoenix Electro Spirit Zap Knight Fisherman
Arrows Electro Spirit Zap Royal Recruits Phoenix
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 Royal Recruits
Arrows Zap Fisherman
Arrows
Arrows Knight Royal Recruits
Zap Arrows
Arrows Electro Spirit Zap
Arrows
Arrows Zap
Arrows Zap Fisherman
Fisherman
Zap Arrows Knight Royal Recruits Fisherman
Zap Arrows
Knight Fisherman
Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows
Arrows Royal Recruits
Arrows
Fisherman
Zap Arrows Fisherman
Zap Arrows
Arrows
Fisherman
Zap Arrows Royal Recruits
Zap Arrows Electro Spirit
Fisherman
Arrows Zap Fisherman
Zap Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows
Zap Electro Spirit
Zap Arrows
Zap Electro Spirit Arrows
Arrows
Zap Electro Spirit Royal Recruits
Zap Arrows
Arrows
Knight
Arrows Zap
Zap Arrows
Royal Recruits
Zap Electro Spirit Royal Recruits
Zap
Zap Royal Recruits

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