My Best Clash Royale Deck

Deck Check Rating

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

4 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Wizard

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.

Royal Giant Fisherman Electro Wizard Mega Knight Skeleton King

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 Mega Knight

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 Royal Giant Mega Knight Skeleton King

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 Electro Wizard

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 Skeleton King
Giant Snowball
Fisherman Skeleton King
Zap
Royal Giant Fisherman Skeleton King
Barbarian Barrel
Electro Spirit Electro Wizard Skeleton King
The Log
Electro Spirit Royal Giant Fisherman Skeleton King
Earthquake
Skeleton King
Arrows
Electro Spirit Skeleton King
Royal Delivery
Electro Spirit Fisherman Electro Wizard Skeleton King
Fireball
Fisherman Electro Wizard Skeleton King
Poison
Fisherman Electro Wizard Skeleton King
Lightning
Fisherman Electro Wizard Skeleton King
Rocket
Skeleton King

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 Mega Knight Skeleton King

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 Mega Knight

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.

Electro Wizard

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 Zap Arrows Fisherman Electro Wizard Skeleton King Royal Giant Mega Knight

Shortest cycle

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

9 Electro Spirit Zap Arrows Fisherman

Attack Synergies 4 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
Zap
Arrows Electro Wizard Electro Spirit Royal Giant Fisherman Mega Knight
Arrows
Zap Royal Giant Mega Knight
Royal Giant
Arrows Fisherman Electro Spirit Zap Electro Wizard Skeleton King
Fisherman
Royal Giant Zap Mega Knight
Electro Wizard
Zap Royal Giant Mega Knight
Mega Knight
Zap Arrows Fisherman Electro Wizard
Skeleton King
Royal Giant

Defense Synergies 3 8

Electro Spirit
Zap Fisherman Electro Wizard
Zap
Electro Wizard Mega Knight Electro Spirit Arrows Fisherman
Arrows
Mega Knight Zap
Royal Giant
Fisherman
Electro Spirit Zap Mega Knight Skeleton King
Electro Wizard
Zap Electro Spirit Mega Knight
Mega Knight
Zap Arrows Fisherman Electro Wizard
Skeleton King
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.

Zap Electro Wizard
Zap Fisherman Electro Wizard Mega Knight
Fisherman Mega Knight Electro Wizard
Fisherman Electro Wizard Mega Knight Skeleton King
Arrows Mega Knight
Arrows Electro Spirit Zap Electro Wizard Mega Knight
Electro Wizard Electro Spirit Zap Arrows
Electro Spirit Zap Arrows Electro Wizard Mega Knight
Fisherman Skeleton King
Fisherman Electro Wizard Mega Knight
Electro Wizard Electro Spirit Zap Arrows Fisherman Mega Knight Skeleton King
Arrows Zap Electro Wizard
Mega Knight Zap Electro Wizard
Mega Knight Electro Spirit Zap Arrows Electro Wizard Skeleton King
Electro Wizard Mega Knight Skeleton King
Zap Fisherman Electro Wizard Mega Knight
Mega Knight Arrows Fisherman Electro Wizard
Arrows Mega Knight Electro Spirit Zap Fisherman Electro Wizard
Zap Arrows Electro Spirit Fisherman Electro Wizard Mega Knight
Fisherman Electro Wizard
Mega Knight Electro Spirit Arrows Fisherman Electro Wizard

Counters to secondary win conditions

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

Mega Knight Zap Fisherman Electro Wizard
Electro Wizard Zap Arrows Fisherman Mega Knight
Mega Knight Zap Fisherman Electro Wizard
Mega Knight Zap Fisherman Electro Wizard
Fisherman Mega Knight
Arrows Electro Spirit Zap Electro Wizard
Electro Wizard
Mega Knight Fisherman
Zap Electro Wizard Mega Knight Electro Spirit
Mega Knight
Mega Knight Zap Arrows Electro Wizard
Mega Knight Skeleton King
Mega Knight
Electro Wizard Electro Spirit Zap Fisherman Skeleton King
Arrows Mega Knight Electro Spirit Zap Electro Wizard Skeleton King
Electro Spirit Zap Arrows Electro Wizard

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
Arrows Zap Fisherman Electro Wizard
Arrows
Arrows
Zap Arrows Mega Knight
Arrows Electro Spirit Zap
Arrows
Arrows Zap
Arrows Zap Fisherman
Fisherman Electro Wizard
Zap Arrows Fisherman Electro Wizard
Zap Arrows
Fisherman
Arrows Fisherman
Zap Arrows Fisherman
Zap Arrows
Arrows Mega Knight
Arrows
Fisherman
Zap Arrows Fisherman Electro Wizard Mega Knight
Zap Arrows Mega Knight
Mega Knight
Arrows
Fisherman
Zap Arrows
Zap Arrows Electro Spirit Mega Knight
Fisherman
Arrows Zap Fisherman Electro Wizard
Zap Arrows Fisherman Mega Knight
Zap Arrows Fisherman
Zap Arrows Electro Wizard
Zap Electro Wizard Electro Spirit
Zap Arrows Mega Knight
Zap Electro Spirit Arrows Electro Wizard
Mega Knight
Arrows
Zap Electro Wizard Electro Spirit
Zap Arrows Electro Wizard
Arrows
Electro Wizard Mega Knight
Arrows Zap Skeleton King
Zap Arrows
Mega Knight
Zap Electro Spirit Electro Wizard Skeleton King
Zap Electro Wizard
Zap Electro Wizard Mega Knight
Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: