My Best Clash Royale Deck

Deck Check Rating

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

1 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Hunter Inferno Dragon

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Hunter Fisherman Inferno Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball The Log

Pump responses

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

Fireball

Dropped at the bridge

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

Battle Healer

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
Skeletons Fisherman Inferno Dragon
Giant Snowball
Skeletons Cannon Fisherman Inferno Dragon
Zap
Skeletons Cannon Fisherman Inferno Dragon
Barbarian Barrel
Skeletons Cannon Hunter
The Log
Skeletons Cannon Hunter Fisherman
Earthquake
Skeletons Cannon
Arrows
Skeletons
Royal Delivery
Skeletons Battle Healer Hunter Fisherman Inferno Dragon
Fireball
Cannon Battle Healer Hunter Fisherman Inferno Dragon
Poison
Cannon Battle Healer Hunter Fisherman
Lightning
Cannon Battle Healer Hunter Fisherman Inferno Dragon
Rocket
Battle Healer Hunter Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Hunter The Log

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.

Battle Healer Inferno Dragon

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

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons The Log Cannon Fisherman Fireball Battle Healer Hunter Inferno Dragon

Shortest cycle

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

9 Skeletons The Log Cannon Fisherman

Attack Synergies 2 4

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.

Skeletons
Cannon
Fireball
The Log
Battle Healer
Inferno Dragon Hunter Fisherman
Hunter
Fisherman Battle Healer
The Log
Fireball Fisherman
Fisherman
Hunter Battle Healer The Log
Inferno Dragon
Battle Healer

Defense Synergies 6 15

Skeletons
Cannon Fisherman Battle Healer Hunter The Log Inferno Dragon
Cannon
Skeletons The Log Fireball Battle Healer Hunter Inferno Dragon
Fireball
The Log Cannon Battle Healer
Battle Healer
Inferno Dragon Skeletons Cannon Fireball Hunter The Log Fisherman
Hunter
Fisherman Skeletons Cannon Battle Healer The Log
The Log
Cannon Fireball Skeletons Battle Healer Hunter Fisherman Inferno Dragon
Fisherman
Skeletons Hunter Battle Healer The Log
Inferno Dragon
Battle Healer Skeletons Cannon The Log

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.

Cannon Fireball The Log
Hunter Inferno Dragon Skeletons Cannon Battle Healer The Log Fisherman
Cannon Hunter Fisherman Skeletons Inferno Dragon
Cannon Hunter Inferno Dragon Skeletons Fisherman
Fireball Battle Healer The Log
Fireball The Log Skeletons Cannon Hunter
Hunter Inferno Dragon Cannon Fireball
Cannon Fireball Battle Healer The Log
Cannon Hunter Inferno Dragon Skeletons Fisherman
Skeletons Cannon Battle Healer Hunter Fisherman
Skeletons Cannon Fireball Hunter The Log Fisherman
Hunter Inferno Dragon Fireball
Cannon Hunter Skeletons Fireball Battle Healer The Log
Fireball Cannon Hunter The Log
Inferno Dragon Cannon Hunter
Cannon Fireball Hunter The Log Fisherman Inferno Dragon
Skeletons Cannon Fireball Hunter Fisherman
Cannon Fireball Battle Healer Hunter The Log Fisherman
Hunter The Log Cannon Fireball Battle Healer Fisherman Inferno Dragon
Cannon Hunter Fisherman Inferno Dragon
Cannon Fireball Battle Healer Hunter The Log Fisherman

Counters to secondary win conditions

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

Skeletons Fireball Battle Healer Fisherman
Fireball Battle Healer Hunter The Log Fisherman Inferno Dragon
Skeletons Battle Healer Hunter The Log Fisherman
Hunter Fireball Battle Healer The Log Fisherman
Skeletons Cannon Battle Healer Hunter Fisherman Inferno Dragon
Fireball Skeletons Hunter
Skeletons Fireball Battle Healer Hunter
Battle Healer Hunter Fisherman Inferno Dragon
Skeletons Fireball The Log Inferno Dragon
Skeletons Cannon Inferno Dragon
Inferno Dragon Hunter
Fireball The Log
Skeletons Cannon Fireball Hunter
Cannon Fireball
Skeletons Fireball Battle Healer Hunter The Log Fisherman Inferno Dragon
Cannon Fireball Battle Healer Hunter The Log Inferno Dragon
Cannon Fireball

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.)

Fireball The Log
Fireball The Log Fisherman
Fireball The Log
Fireball The Log
Fireball The Log
Fireball Hunter
The Log
Fireball The Log Hunter
Fireball The Log Fisherman
Fireball Fisherman
Fireball The Log Fisherman
Fireball
Fireball Hunter The Log Fisherman
Fireball Fisherman
Fireball The Log Fisherman
Fireball Hunter The Log
Fireball The Log
Fireball
Fisherman
Fireball Hunter The Log Fisherman
Fireball The Log
Fireball The Log
Fireball
The Log Fisherman
Fireball The Log
The Log Fireball Hunter
Fisherman Inferno Dragon
Fireball The Log Hunter Fisherman
Fireball The Log Fisherman
Fireball The Log Fisherman
Fireball Hunter
Fireball
Fireball
Fireball Hunter The Log
Fireball
Fireball The Log
Fireball
Fireball Hunter
The Log Fireball
Fireball Hunter
The Log Fireball
Fireball
Fireball The Log
Fireball
Fireball The Log
Inferno Dragon
Fireball

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