My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Night Witch

Defensive buildings

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

Goblin Cage

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 Goblin Cage Electro Giant Fisherman Night Witch

Offensive cards

Win conditions

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

Royal Giant Electro Giant

Damage spells

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

Rage

Punishments

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

Royal Giant

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.

Fire Spirit Royal Giant Electro Giant

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 Fisherman Night Witch
Giant Snowball
Skeletons Fire Spirit Fisherman Night Witch
Zap
Skeletons Fire Spirit Royal Giant Fisherman Night Witch
Barbarian Barrel
Skeletons Fire Spirit Goblin Cage Night Witch
The Log
Skeletons Fire Spirit Royal Giant Goblin Cage Fisherman
Earthquake
Skeletons Goblin Cage
Arrows
Skeletons Fire Spirit Night Witch
Royal Delivery
Skeletons Fire Spirit Goblin Cage Fisherman Night Witch
Fireball
Goblin Cage Fisherman Night Witch
Poison
Goblin Cage Fisherman Night Witch
Lightning
Goblin Cage Fisherman Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Electro Giant

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.

Fire Spirit Rage Electro Giant Night Witch

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

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.

Fire Spirit

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 Fire Spirit Rage Fisherman Goblin Cage Night Witch Royal Giant Electro Giant

Shortest cycle

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

7 Skeletons Fire Spirit Rage Fisherman

Attack Synergies 2 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
Fire Spirit
Royal Giant Goblin Cage Fisherman
Royal Giant
Fire Spirit Fisherman Night Witch
Goblin Cage
Fire Spirit
Rage
Night Witch
Electro Giant
Fisherman
Fisherman
Royal Giant Fire Spirit Electro Giant
Night Witch
Royal Giant Rage

Defense Synergies 2 4

Skeletons
Goblin Cage Fisherman Fire Spirit Night Witch
Fire Spirit
Skeletons
Royal Giant
Goblin Cage
Skeletons Electro Giant
Rage
Electro Giant
Goblin Cage Fisherman
Fisherman
Skeletons Electro Giant
Night Witch
Skeletons

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.

Goblin Cage
Skeletons Goblin Cage Fisherman Night Witch
Goblin Cage Fisherman Skeletons Fire Spirit Night Witch
Goblin Cage Night Witch Skeletons Fisherman
Goblin Cage
Skeletons Fire Spirit Night Witch
Fire Spirit Goblin Cage Night Witch
Goblin Cage Electro Giant
Skeletons Goblin Cage Fisherman Night Witch
Skeletons Fire Spirit Fisherman Night Witch
Skeletons Electro Giant Fisherman Night Witch
Night Witch
Goblin Cage Night Witch Skeletons Fire Spirit
Fire Spirit Goblin Cage Night Witch
Goblin Cage
Goblin Cage Electro Giant Fisherman
Skeletons Goblin Cage Fisherman Night Witch
Fire Spirit Goblin Cage Fisherman Night Witch
Goblin Cage Fire Spirit Fisherman
Goblin Cage Fisherman
Fire Spirit Electro Giant Fisherman Night Witch

Counters to secondary win conditions

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

Skeletons Goblin Cage Electro Giant Fisherman
Fisherman
Skeletons Goblin Cage Fisherman
Goblin Cage Fisherman Night Witch
Skeletons Goblin Cage Fisherman Night Witch
Fire Spirit Electro Giant Skeletons
Skeletons Goblin Cage Night Witch
Goblin Cage Fisherman
Goblin Cage Skeletons
Skeletons Goblin Cage
Goblin Cage
Goblin Cage Electro Giant
Skeletons Goblin Cage Night Witch
Goblin Cage Electro Giant
Electro Giant Skeletons Goblin Cage Fisherman Night Witch
Goblin Cage Electro Giant
Goblin Cage

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.)

Fisherman
Fire Spirit
Electro Giant Fire Spirit
Fire Spirit
Fire Spirit
Fisherman
Fire Spirit Fisherman Night Witch
Fisherman
Fire Spirit
Fire Spirit Fisherman
Fisherman
Fisherman
Fisherman Night Witch
Fire Spirit Fisherman
Fire Spirit Electro Giant
Night Witch
Fisherman
Electro Giant Fire Spirit
Fisherman
Fisherman
Fisherman
Fisherman
Fire Spirit Electro Giant Night Witch
Electro Giant
Night Witch
Night Witch
Fire Spirit Night Witch
Fire Spirit
Electro Giant
Electro Giant
Electro Giant

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