My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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 Fisherman Monk

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Earthquake Fireball Void The Log

Punishments

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

Graveyard

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake Fireball Void Graveyard

Dropped at the bridge

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

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.

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Earthquake Fireball 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.

Ice Spirit

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.

Fireball Graveyard

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 Fireball

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.

Ice Spirit The Log Earthquake Void Fisherman Fireball Graveyard Monk

Shortest cycle

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

9 Ice Spirit The Log Earthquake Void

Attack Synergies 1 9

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.

Ice Spirit
Fisherman Graveyard
Earthquake
Fireball The Log Graveyard
Fireball
Graveyard Earthquake The Log
Void
The Log
Earthquake Fireball Fisherman Graveyard
Fisherman
Ice Spirit The Log Graveyard
Graveyard
Fireball Ice Spirit Earthquake The Log Fisherman
Monk

Defense Synergies 1 8

Ice Spirit
Earthquake Fireball The Log Fisherman
Earthquake
Ice Spirit Fireball The Log
Fireball
The Log Ice Spirit Earthquake
Void
The Log
Fireball Ice Spirit Earthquake Fisherman
Fisherman
Ice Spirit The Log Monk
Graveyard
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.

Earthquake Fireball Void The Log
Ice Spirit The Log Fisherman Monk
Fisherman Void
Fisherman Monk
Earthquake Fireball The Log Monk
Fireball The Log Earthquake
Ice Spirit Fireball Void
Earthquake Fireball Void The Log Monk
Fisherman
Ice Spirit Fisherman
Earthquake Fireball The Log Fisherman
Fireball
Ice Spirit Earthquake Fireball The Log
Fireball Ice Spirit Earthquake The Log
Monk Ice Spirit Fireball The Log Fisherman
Fireball Fisherman
Ice Spirit Fireball The Log Fisherman
Earthquake The Log Ice Spirit Fireball Fisherman
Fisherman
Earthquake Fireball The Log Fisherman

Counters to secondary win conditions

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

Fireball Void Fisherman
Fireball Void The Log Fisherman Monk
Ice Spirit The Log Fisherman
Fireball The Log Fisherman Monk
Fisherman
Fireball Ice Spirit Monk
Fireball Void
Fisherman
Void Ice Spirit Fireball The Log Monk
Monk Fireball Void The Log
Fireball
Fireball
Ice Spirit Fireball The Log Fisherman Monk
Earthquake Fireball The Log

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.)

Earthquake Fireball Void The Log Monk
Fireball Void Monk The Log Fisherman
Earthquake Fireball Void The Log
Earthquake Fireball Void The Log
Fireball Earthquake The Log
Fireball Ice Spirit Monk
Earthquake The Log
Earthquake Fireball The Log Ice Spirit
Fireball Void The Log Monk Fisherman
Fireball Void Fisherman
Void Monk Earthquake Fireball The Log Fisherman
Fireball Void Monk
Earthquake Fireball Void The Log Fisherman
Earthquake Fireball Void Fisherman Monk
Earthquake Fireball The Log Fisherman
Earthquake Fireball The Log
Earthquake Fireball The Log
Monk Earthquake Fireball
Fisherman
Void Earthquake Fireball The Log Fisherman Monk
Earthquake Fireball The Log Monk
Earthquake Fireball Void The Log Monk
Fireball Void
Void The Log Fisherman Monk
Earthquake Fireball Void The Log Monk
Earthquake The Log Ice Spirit Fireball
Fisherman
Fireball Void The Log Earthquake Fisherman Monk
Fireball Void The Log Fisherman Monk
Fireball Void The Log Fisherman
Fireball
Ice Spirit Fireball Void
Fireball Void
Void Earthquake Fireball The Log
Void Ice Spirit Fireball Monk
Earthquake Fireball The Log Monk
Earthquake Ice Spirit Fireball Void
Fireball Monk
The Log Fireball
Fireball Void
The Log Earthquake Fireball
Void Monk Fireball
Ice Spirit Fireball The Log
Fireball Void
Void Fireball The Log Monk

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: