My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Minions Firecracker Electro Wizard Inferno Dragon

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 Skeleton Barrel Firecracker Giant Skeleton Fisherman Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Missing

Punishments

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

Skeleton Barrel

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.

Knight Skeleton Barrel Giant Skeleton

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.

Skeleton Barrel Firecracker Giant Skeleton 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
Minions Skeleton Barrel Giant Skeleton Fisherman Inferno Dragon
Giant Snowball
Minions Skeleton Barrel Fisherman Inferno Dragon
Zap
Minions Skeleton Barrel Firecracker Fisherman Inferno Dragon
Barbarian Barrel
Knight Skeleton Barrel Firecracker Giant Skeleton Electro Wizard
The Log
Skeleton Barrel Firecracker Giant Skeleton Fisherman
Earthquake
Firecracker
Arrows
Minions Skeleton Barrel Firecracker
Royal Delivery
Knight Minions Skeleton Barrel Firecracker Giant Skeleton Fisherman Electro Wizard Inferno Dragon
Fireball
Minions Skeleton Barrel Firecracker Fisherman Electro Wizard Inferno Dragon
Poison
Minions Skeleton Barrel Firecracker Fisherman Electro Wizard
Lightning
Knight Fisherman Electro Wizard Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker

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.

Knight Skeleton Barrel Giant Skeleton Inferno Dragon

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.

Minions 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Knight Minions Skeleton Barrel Firecracker Fisherman Electro Wizard Inferno Dragon Giant Skeleton

Shortest cycle

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

12 Knight Minions Skeleton Barrel Firecracker

Attack Synergies 4 14

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.

Knight
Minions Skeleton Barrel Firecracker Electro Wizard
Minions
Knight Skeleton Barrel Firecracker Giant Skeleton Fisherman Inferno Dragon
Skeleton Barrel
Knight Firecracker Minions Giant Skeleton Fisherman Inferno Dragon
Firecracker
Knight Skeleton Barrel Minions Giant Skeleton Fisherman Inferno Dragon
Giant Skeleton
Minions Skeleton Barrel Firecracker Fisherman Electro Wizard
Fisherman
Minions Skeleton Barrel Firecracker Giant Skeleton
Electro Wizard
Knight Giant Skeleton
Inferno Dragon
Minions Skeleton Barrel Firecracker

Defense Synergies 3 10

Knight
Minions Firecracker Electro Wizard Fisherman
Minions
Knight Firecracker Giant Skeleton Fisherman Electro Wizard
Skeleton Barrel
Firecracker
Knight Minions Giant Skeleton Fisherman Electro Wizard
Giant Skeleton
Minions Firecracker Electro Wizard
Fisherman
Knight Minions Firecracker
Electro Wizard
Knight Minions Firecracker Giant Skeleton Inferno Dragon
Inferno Dragon
Electro Wizard

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.

Knight Minions Skeleton Barrel Firecracker Electro Wizard
Inferno Dragon Knight Minions Firecracker Fisherman Electro Wizard
Fisherman Knight Minions Giant Skeleton Electro Wizard Inferno Dragon
Inferno Dragon Knight Minions Firecracker Fisherman Electro Wizard
Firecracker Giant Skeleton
Minions Firecracker Electro Wizard
Minions Electro Wizard Inferno Dragon Firecracker
Skeleton Barrel Giant Skeleton Electro Wizard
Inferno Dragon Minions Fisherman
Knight Firecracker Giant Skeleton Fisherman Electro Wizard
Minions Electro Wizard Knight Firecracker Giant Skeleton Fisherman
Minions Inferno Dragon Firecracker Electro Wizard
Knight Minions Giant Skeleton Electro Wizard
Minions Firecracker Electro Wizard
Inferno Dragon Knight Electro Wizard
Fisherman Electro Wizard Inferno Dragon
Knight Minions Firecracker Fisherman Electro Wizard
Knight Minions Firecracker Fisherman Electro Wizard
Knight Minions Firecracker Giant Skeleton Fisherman Electro Wizard Inferno Dragon
Fisherman Electro Wizard Inferno Dragon
Knight Minions Firecracker Giant Skeleton Fisherman Electro Wizard
Fisherman Inferno Dragon

Counters to secondary win conditions

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

Knight Giant Skeleton Fisherman Electro Wizard
Electro Wizard Knight Skeleton Barrel Firecracker Fisherman Inferno Dragon
Giant Skeleton Knight Minions Fisherman Electro Wizard
Giant Skeleton Knight Fisherman Electro Wizard
Giant Skeleton Knight Fisherman Inferno Dragon
Firecracker Minions Skeleton Barrel Electro Wizard
Knight Minions Giant Skeleton Electro Wizard
Giant Skeleton Knight Fisherman Inferno Dragon
Giant Skeleton Electro Wizard Knight Minions Firecracker Inferno Dragon
Inferno Dragon
Inferno Dragon Knight Minions Giant Skeleton
Giant Skeleton Electro Wizard
Giant Skeleton Knight
Firecracker
Electro Wizard Knight Minions Firecracker Giant Skeleton Fisherman Inferno Dragon
Minions Firecracker Giant Skeleton Electro Wizard Inferno Dragon
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.)

Skeleton Barrel Knight Firecracker Giant Skeleton
Firecracker Skeleton Barrel Fisherman Electro Wizard
Skeleton Barrel Giant Skeleton
Knight Skeleton Barrel Firecracker Giant Skeleton
Firecracker
Firecracker Minions Skeleton Barrel
Firecracker
Skeleton Barrel Firecracker
Skeleton Barrel Firecracker Fisherman
Minions Fisherman Electro Wizard
Firecracker Knight Skeleton Barrel Fisherman Electro Wizard
Firecracker
Knight Skeleton Barrel Firecracker Fisherman
Minions Skeleton Barrel Firecracker Fisherman
Skeleton Barrel Firecracker Fisherman
Skeleton Barrel Firecracker
Skeleton Barrel Firecracker
Minions Fisherman
Skeleton Barrel Firecracker Fisherman Electro Wizard
Skeleton Barrel Firecracker
Minions Giant Skeleton
Fisherman
Skeleton Barrel
Firecracker
Fisherman Inferno Dragon
Firecracker Skeleton Barrel Fisherman Electro Wizard
Skeleton Barrel Fisherman
Skeleton Barrel Firecracker Fisherman
Firecracker Electro Wizard
Electro Wizard Minions Skeleton Barrel Firecracker
Firecracker Electro Wizard
Giant Skeleton
Firecracker
Skeleton Barrel Electro Wizard Minions
Firecracker Electro Wizard
Knight Firecracker Electro Wizard
Skeleton Barrel Firecracker
Giant Skeleton
Firecracker
Minions Firecracker Giant Skeleton Electro Wizard
Firecracker Electro Wizard
Skeleton Barrel Firecracker Giant Skeleton Electro Wizard
Inferno Dragon
Firecracker
Fisherman

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