My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

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.

Skeletons Royal Giant Prince Fisherman 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 Fireball

Punishments

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

Royal Giant Prince

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.

Electro Spirit Royal Giant Prince

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 Spirit

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Fireball

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.

Electro Spirit Arrows Prince

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Arrows Fisherman Little Prince Fireball Prince Royal Giant

Shortest cycle

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

8 Skeletons Electro Spirit Arrows Fisherman

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.

Skeletons
Electro Spirit
Royal Giant Fireball
Arrows
Royal Giant Fireball Prince
Royal Giant
Arrows Fireball Fisherman Electro Spirit
Fireball
Arrows Royal Giant Electro Spirit Little Prince
Prince
Arrows Little Prince
Fisherman
Royal Giant
Little Prince
Fireball Prince

Defense Synergies 1 10

Skeletons
Fisherman Electro Spirit Prince Little Prince
Electro Spirit
Skeletons Fisherman Little Prince
Arrows
Fireball Prince Little Prince
Royal Giant
Fireball
Arrows Little Prince
Prince
Skeletons Arrows Fisherman
Fisherman
Skeletons Electro Spirit Prince
Little Prince
Skeletons Electro Spirit Arrows Fireball

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.

Fireball
Skeletons Prince Fisherman
Prince Fisherman Skeletons
Prince Skeletons Fisherman
Arrows Fireball Prince
Arrows Fireball Skeletons Electro Spirit
Electro Spirit Arrows Fireball Little Prince
Electro Spirit Arrows Fireball
Skeletons Prince Fisherman
Skeletons Prince Fisherman Little Prince
Skeletons Electro Spirit Arrows Fireball Fisherman
Arrows Fireball
Prince Skeletons Fireball
Fireball Electro Spirit Arrows Prince
Prince
Fireball Prince Fisherman
Skeletons Arrows Fireball Prince Fisherman
Arrows Fireball Electro Spirit Prince Fisherman Little Prince
Arrows Electro Spirit Fireball Fisherman Little Prince
Prince Fisherman
Electro Spirit Arrows Fireball Prince Fisherman Little Prince

Counters to secondary win conditions

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

Skeletons Fireball Prince Fisherman
Fireball Arrows Prince Fisherman
Skeletons Prince Fisherman
Prince Fireball Fisherman
Skeletons Prince Fisherman
Arrows Fireball Skeletons Electro Spirit
Prince Skeletons Fireball
Prince Fisherman
Skeletons Electro Spirit Fireball Prince
Skeletons
Prince
Arrows Fireball Prince
Prince Skeletons Fireball
Fireball
Skeletons Electro Spirit Fireball Prince Fisherman Little Prince
Arrows Electro Spirit Fireball
Arrows 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 Arrows
Arrows Fireball Fisherman
Arrows Fireball
Arrows Fireball Prince
Fireball Arrows
Arrows Fireball Electro Spirit
Arrows
Arrows Fireball
Arrows Fireball Fisherman
Fireball Prince Fisherman
Arrows Fireball Prince Fisherman
Fireball Arrows
Fireball Fisherman
Arrows Fireball Fisherman
Arrows Fireball Prince Fisherman
Arrows Fireball
Arrows Fireball
Arrows Fireball
Fisherman
Arrows Fireball Prince Fisherman
Arrows Fireball Little Prince
Fireball Prince
Arrows Fireball
Prince Fisherman
Arrows Fireball
Arrows Electro Spirit Fireball Little Prince
Fisherman
Arrows Fireball Fisherman
Fireball Arrows Prince Fisherman
Fireball Arrows Fisherman
Arrows Fireball Little Prince
Electro Spirit Fireball
Fireball
Arrows Fireball
Electro Spirit Arrows Fireball
Prince
Arrows Fireball
Electro Spirit Fireball Prince
Fireball Arrows
Arrows Fireball
Fireball Prince
Arrows Fireball
Arrows Fireball
Prince
Electro Spirit Fireball
Fireball
Fireball Prince Little Prince

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