My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

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 Firecracker Goblin Demolisher Golem Fisherman

Offensive cards

Win conditions

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

Golem

Damage spells

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

Goblin Curse Void

Pump responses

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

Void

Dropped at the bridge

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

Heal Spirit Golem

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.

Firecracker Golem

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 Goblin Demolisher Goblin Curse Fisherman
Giant Snowball
Skeletons Goblin Curse Fisherman
Zap
Skeletons Firecracker Goblin Curse Fisherman
Barbarian Barrel
Skeletons Firecracker Heal Spirit Goblin Curse
The Log
Skeletons Firecracker Heal Spirit Goblin Demolisher Goblin Curse Fisherman
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker Heal Spirit Goblin Curse
Royal Delivery
Skeletons Firecracker Heal Spirit Goblin Demolisher Fisherman
Fireball
Firecracker Fisherman
Poison
Firecracker Goblin Curse Fisherman
Lightning
Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Goblin Demolisher

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.

Heal Spirit Goblin Demolisher Goblin Curse Golem

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.

Heal 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 Heal Spirit Goblin Curse Firecracker Void Fisherman Goblin Demolisher Golem

Shortest cycle

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

7 Skeletons Heal Spirit Goblin Curse Firecracker

Attack Synergies 0 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
Firecracker
Golem Fisherman
Heal Spirit
Goblin Demolisher
Goblin Demolisher
Heal Spirit Goblin Curse Golem
Goblin Curse
Goblin Demolisher
Void
Golem
Firecracker Goblin Demolisher
Fisherman
Firecracker

Defense Synergies 1 3

Skeletons
Fisherman Firecracker Goblin Demolisher
Firecracker
Skeletons Fisherman
Heal Spirit
Goblin Demolisher
Skeletons
Goblin Curse
Void
Golem
Fisherman
Skeletons Firecracker

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.

Firecracker Goblin Demolisher Void
Skeletons Firecracker Goblin Curse Fisherman
Fisherman Skeletons Goblin Curse Void
Skeletons Firecracker Goblin Curse Fisherman
Firecracker Goblin Demolisher
Skeletons Firecracker Goblin Demolisher
Firecracker Goblin Curse Void
Void
Skeletons Goblin Curse Fisherman
Skeletons Firecracker Fisherman
Goblin Curse Skeletons Firecracker Goblin Demolisher Fisherman
Firecracker Goblin Curse
Skeletons Goblin Curse
Firecracker Goblin Demolisher Goblin Curse
Goblin Curse
Goblin Curse Fisherman
Skeletons Firecracker Fisherman
Firecracker Goblin Demolisher Fisherman
Firecracker Goblin Demolisher Goblin Curse Fisherman
Goblin Curse Fisherman
Goblin Demolisher Firecracker Goblin Curse Fisherman

Counters to secondary win conditions

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

Skeletons Void Fisherman
Void Firecracker Fisherman
Skeletons Fisherman
Fisherman
Skeletons Goblin Curse Fisherman
Firecracker Skeletons Goblin Demolisher Goblin Curse
Skeletons Void
Goblin Curse Fisherman
Void Skeletons Firecracker
Skeletons Goblin Curse
Void
Skeletons Goblin Curse
Firecracker Goblin Demolisher Goblin Curse
Skeletons Firecracker Fisherman
Firecracker Goblin Curse
Void

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.)

Void Firecracker
Firecracker Void Goblin Curse Fisherman
Void
Firecracker Void
Firecracker Goblin Demolisher Goblin Curse
Firecracker Goblin Curse
Firecracker Goblin Demolisher
Firecracker Goblin Demolisher Goblin Curse
Void Firecracker Fisherman
Void Fisherman
Firecracker Void Fisherman
Void Firecracker Goblin Curse
Firecracker Void Fisherman
Firecracker Void Fisherman
Firecracker Fisherman
Firecracker Goblin Demolisher
Firecracker Goblin Demolisher
Fisherman
Void Firecracker Goblin Demolisher Fisherman
Firecracker Goblin Demolisher Goblin Curse Void
Void
Void
Void Fisherman
Void
Firecracker Goblin Demolisher Goblin Curse
Fisherman
Firecracker Void Fisherman
Void Fisherman
Void Firecracker Goblin Curse Fisherman
Firecracker Goblin Curse Void
Firecracker Void
Void
Void
Void Firecracker
Firecracker Goblin Curse
Void
Firecracker Goblin Curse
Void Firecracker
Firecracker
Void
Firecracker
Firecracker
Firecracker Void
Void Firecracker
Firecracker Void
Void

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