My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Fire Spirit Little Prince

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 Mega Knight Little Prince

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 Void

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.

Void

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Goblins Royal Giant Mega Knight

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
Giant Snowball
Fire Spirit Goblins Fisherman Little Prince
Zap
Fire Spirit Goblins Royal Giant Fisherman Little Prince
Barbarian Barrel
Fire Spirit Goblins Little Prince
The Log
Fire Spirit Goblins Royal Giant Fisherman Little Prince
Earthquake
Arrows
Fire Spirit Goblins Little Prince
Royal Delivery
Fire Spirit Goblins Fisherman Little Prince
Fireball
Fisherman Little Prince
Poison
Fisherman Little Prince
Lightning
Fisherman Little Prince
Rocket
Little Prince

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Mega Knight

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.

Fire 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.

Fire Spirit 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Goblins Arrows Void Fisherman Little Prince Royal Giant Mega Knight

Shortest cycle

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

9 Fire Spirit Goblins Arrows Void

Attack Synergies 4 5

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.

Fire Spirit
Royal Giant Fisherman
Goblins
Royal Giant
Arrows
Royal Giant Void Mega Knight
Royal Giant
Fire Spirit Arrows Fisherman Goblins Void
Void
Arrows Royal Giant
Fisherman
Royal Giant Fire Spirit Mega Knight
Mega Knight
Arrows Fisherman
Little Prince

Defense Synergies 2 4

Fire Spirit
Goblins
Fisherman Little Prince
Arrows
Void Mega Knight Little Prince
Royal Giant
Void
Arrows
Fisherman
Goblins Mega Knight
Mega Knight
Arrows Fisherman
Little Prince
Goblins Arrows

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.

Void
Goblins Fisherman Mega Knight
Fisherman Mega Knight Fire Spirit Goblins Void
Goblins Fisherman Mega Knight
Arrows Mega Knight
Arrows Fire Spirit Goblins Mega Knight
Fire Spirit Arrows Void Little Prince
Arrows Void Mega Knight
Goblins Fisherman
Fire Spirit Goblins Fisherman Mega Knight Little Prince
Goblins Arrows Fisherman Mega Knight
Arrows
Mega Knight Fire Spirit
Fire Spirit Mega Knight Goblins Arrows
Mega Knight
Fisherman Mega Knight
Mega Knight Goblins Arrows Fisherman
Fire Spirit Arrows Mega Knight Goblins Fisherman Little Prince
Arrows Fire Spirit Fisherman Mega Knight Little Prince
Fisherman
Mega Knight Fire Spirit Goblins Arrows Fisherman Little Prince

Counters to secondary win conditions

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

Mega Knight Goblins Void Fisherman
Void Arrows Fisherman Mega Knight
Mega Knight Goblins Fisherman
Mega Knight Fisherman
Fisherman Mega Knight
Fire Spirit Arrows
Goblins Void
Mega Knight Fisherman
Void Mega Knight Goblins
Mega Knight
Mega Knight Arrows Void
Mega Knight
Mega Knight
Goblins Fisherman Little Prince
Arrows Mega Knight
Arrows 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 Arrows
Arrows Void Fisherman
Arrows Void
Arrows Void
Fire Spirit Arrows Mega Knight
Arrows Fire Spirit
Fire Spirit Arrows
Arrows Fire Spirit
Arrows Void Fisherman
Fire Spirit Goblins Void Fisherman
Void Arrows Fisherman
Void Fire Spirit Arrows
Fire Spirit Void Fisherman
Arrows Void Fisherman
Arrows Fisherman
Arrows
Arrows Mega Knight
Arrows
Fisherman
Void Fire Spirit Arrows Fisherman Mega Knight
Fire Spirit Arrows Void Mega Knight Little Prince
Void Mega Knight
Arrows Void
Void Fisherman
Arrows Void
Arrows Fire Spirit Mega Knight Little Prince
Fisherman
Arrows Void Fisherman
Void Arrows Fisherman Mega Knight
Void Arrows Fisherman
Fire Spirit Arrows Void Little Prince
Void
Void
Void Arrows Mega Knight
Void Arrows
Mega Knight
Arrows
Fire Spirit Void
Fire Spirit Arrows
Arrows
Void Mega Knight
Arrows
Void Arrows
Mega Knight
Void
Void Mega Knight Little Prince
Void Mega Knight
Void

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