My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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!
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 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 utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Hunter Electro Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Tombstone

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 Tombstone Hunter Fisherman Electro Wizard Magic Archer Mega Knight

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.

Missing

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.

Royal Giant Magic Archer Mega Knight

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 Wizard Magic Archer

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 Skeleton Army Fisherman
Giant Snowball
Tombstone Skeleton Army Fisherman
Zap
Royal Giant Tombstone Skeleton Army Fisherman
Barbarian Barrel
Tombstone Skeleton Army Hunter Electro Wizard Magic Archer
The Log
Royal Giant Tombstone Skeleton Army Hunter Fisherman
Earthquake
Tombstone Skeleton Army
Arrows
Tombstone Skeleton Army
Royal Delivery
Skeleton Army Hunter Fisherman Electro Wizard Magic Archer
Fireball
Tombstone Skeleton Army Hunter Fisherman Electro Wizard Magic Archer
Poison
Tombstone Skeleton Army Hunter Fisherman Electro Wizard Magic Archer
Lightning
Tombstone Hunter Fisherman Electro Wizard Magic Archer
Rocket
Hunter Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Hunter Magic Archer 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.

Tombstone Skeleton Army 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 Skeleton Army

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.

Tombstone Skeleton Army Fisherman Hunter Electro Wizard Magic Archer Royal Giant Mega Knight

Shortest cycle

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

13 Tombstone Skeleton Army Fisherman Hunter

Attack Synergies 3 7

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.

Royal Giant
Hunter Fisherman Electro Wizard Magic Archer
Tombstone
Skeleton Army
Hunter
Royal Giant Fisherman Mega Knight
Fisherman
Royal Giant Hunter Mega Knight
Electro Wizard
Royal Giant Magic Archer Mega Knight
Magic Archer
Royal Giant Electro Wizard Mega Knight
Mega Knight
Hunter Fisherman Electro Wizard Magic Archer

Defense Synergies 1 12

Royal Giant
Tombstone
Hunter Electro Wizard Magic Archer
Skeleton Army
Electro Wizard Magic Archer
Hunter
Fisherman Tombstone Electro Wizard Mega Knight
Fisherman
Hunter Magic Archer Mega Knight
Electro Wizard
Tombstone Skeleton Army Hunter Magic Archer Mega Knight
Magic Archer
Tombstone Skeleton Army Fisherman Electro Wizard Mega Knight
Mega Knight
Hunter Fisherman Electro Wizard Magic Archer

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.

Tombstone Electro Wizard Magic Archer
Skeleton Army Hunter Tombstone Fisherman Electro Wizard Mega Knight
Skeleton Army Hunter Fisherman Mega Knight Tombstone Electro Wizard
Skeleton Army Hunter Tombstone Fisherman Electro Wizard Mega Knight
Tombstone Skeleton Army Mega Knight
Skeleton Army Hunter Electro Wizard Magic Archer Mega Knight
Hunter Electro Wizard Tombstone Magic Archer
Electro Wizard Magic Archer Mega Knight
Hunter Tombstone Skeleton Army Fisherman
Skeleton Army Hunter Fisherman Electro Wizard Mega Knight
Skeleton Army Electro Wizard Tombstone Hunter Fisherman Magic Archer Mega Knight
Hunter Electro Wizard Magic Archer
Tombstone Skeleton Army Hunter Mega Knight Electro Wizard
Skeleton Army Mega Knight Tombstone Hunter Electro Wizard Magic Archer
Skeleton Army Tombstone Hunter Electro Wizard Mega Knight
Skeleton Army Hunter Fisherman Electro Wizard Mega Knight
Mega Knight Tombstone Skeleton Army Hunter Fisherman Electro Wizard
Tombstone Mega Knight Skeleton Army Hunter Fisherman Electro Wizard Magic Archer
Hunter Tombstone Fisherman Electro Wizard Magic Archer Mega Knight
Hunter Fisherman Electro Wizard
Skeleton Army Mega Knight Hunter Fisherman Electro Wizard

Counters to secondary win conditions

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

Skeleton Army Mega Knight Tombstone Fisherman Electro Wizard
Electro Wizard Hunter Fisherman Magic Archer Mega Knight
Tombstone Skeleton Army Mega Knight Hunter Fisherman Electro Wizard
Skeleton Army Hunter Mega Knight Fisherman Electro Wizard
Tombstone Skeleton Army Hunter Fisherman Mega Knight
Hunter Electro Wizard Magic Archer
Skeleton Army Tombstone Hunter Electro Wizard
Mega Knight Skeleton Army Hunter Fisherman
Electro Wizard Mega Knight Tombstone Skeleton Army Magic Archer
Tombstone Skeleton Army
Mega Knight Tombstone Hunter
Skeleton Army Mega Knight Electro Wizard
Skeleton Army Mega Knight Tombstone Hunter
Skeleton Army Magic Archer Mega Knight
Tombstone Skeleton Army Electro Wizard Hunter Fisherman Magic Archer
Mega Knight Hunter Electro Wizard Magic Archer
Tombstone 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.)

Magic Archer
Fisherman Electro Wizard Magic Archer
Magic Archer
Magic Archer Mega Knight
Hunter Magic Archer
Magic Archer
Hunter Magic Archer
Fisherman
Fisherman Electro Wizard
Fisherman Electro Wizard Magic Archer
Magic Archer
Hunter Fisherman Magic Archer
Fisherman Magic Archer
Fisherman Magic Archer
Hunter Magic Archer
Magic Archer Mega Knight
Fisherman
Hunter Fisherman Electro Wizard Magic Archer Mega Knight
Magic Archer Mega Knight
Magic Archer Mega Knight
Fisherman
Hunter Magic Archer Mega Knight
Fisherman
Hunter Fisherman Electro Wizard Magic Archer
Fisherman Magic Archer Mega Knight
Fisherman Magic Archer
Hunter Electro Wizard Magic Archer
Electro Wizard
Hunter Magic Archer Mega Knight
Electro Wizard Magic Archer
Mega Knight
Magic Archer
Electro Wizard Tombstone Skeleton Army Magic Archer
Hunter Electro Wizard Magic Archer
Hunter Electro Wizard Magic Archer Mega Knight
Magic Archer
Mega Knight
Electro Wizard Magic Archer
Electro Wizard Magic Archer
Electro Wizard Magic Archer Mega Knight
Mega Knight

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