My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Electro Wizard Magic Archer

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 Recruits 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.

Missing

Damage spells

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

Zap Tornado

Punishments

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

Royal Recruits 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 Recruits 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
Skeletons Royal Recruits Fisherman
Giant Snowball
Skeletons Royal Recruits Fisherman
Zap
Skeletons Fisherman
Barbarian Barrel
Skeletons Royal Recruits Electro Wizard Magic Archer
The Log
Skeletons Royal Recruits Fisherman
Earthquake
Skeletons
Arrows
Skeletons Royal Recruits
Royal Delivery
Skeletons Royal Recruits Fisherman Electro Wizard Magic Archer
Fireball
Fisherman Electro Wizard Magic Archer
Poison
Royal Recruits Fisherman Electro Wizard Magic Archer
Lightning
Fisherman Electro Wizard Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Tornado Magic Archer Mega Knight

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.

Royal Recruits Tornado Mega Knight

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.

Skeletons Zap Tornado Fisherman Electro Wizard Magic Archer Royal Recruits Mega Knight

Shortest cycle

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

9 Skeletons Zap Tornado Fisherman

Attack Synergies 3 11

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
Zap
Tornado Electro Wizard Royal Recruits Fisherman Magic Archer Mega Knight
Royal Recruits
Zap Electro Wizard Magic Archer
Tornado
Zap Magic Archer Mega Knight
Fisherman
Zap Mega Knight
Electro Wizard
Zap Royal Recruits Magic Archer Mega Knight
Magic Archer
Tornado Zap Royal Recruits Electro Wizard Mega Knight
Mega Knight
Zap Tornado Fisherman Electro Wizard Magic Archer

Defense Synergies 4 15

Skeletons
Fisherman Zap Tornado Electro Wizard Magic Archer
Zap
Electro Wizard Mega Knight Skeletons Tornado Fisherman Magic Archer
Royal Recruits
Tornado
Tornado
Magic Archer Skeletons Zap Royal Recruits Electro Wizard Mega Knight
Fisherman
Skeletons Zap Magic Archer Mega Knight
Electro Wizard
Zap Skeletons Tornado Magic Archer Mega Knight
Magic Archer
Tornado Skeletons Zap Fisherman Electro Wizard Mega Knight
Mega Knight
Zap Tornado 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.

Zap Royal Recruits Electro Wizard Magic Archer
Skeletons Zap Royal Recruits Fisherman Electro Wizard Mega Knight
Tornado Fisherman Mega Knight Skeletons Royal Recruits Electro Wizard
Royal Recruits Skeletons Fisherman Electro Wizard Mega Knight
Royal Recruits Tornado Mega Knight
Tornado Skeletons Zap Electro Wizard Magic Archer Mega Knight
Tornado Electro Wizard Zap Magic Archer
Zap Royal Recruits Electro Wizard Magic Archer Mega Knight
Skeletons Royal Recruits Tornado Fisherman
Tornado Skeletons Royal Recruits Fisherman Electro Wizard Mega Knight
Electro Wizard Skeletons Zap Royal Recruits Tornado Fisherman Magic Archer Mega Knight
Zap Tornado Electro Wizard Magic Archer
Royal Recruits Mega Knight Skeletons Zap Electro Wizard
Mega Knight Zap Royal Recruits Tornado Electro Wizard Magic Archer
Royal Recruits Electro Wizard Mega Knight
Tornado Zap Royal Recruits Fisherman Electro Wizard Mega Knight
Mega Knight Skeletons Royal Recruits Tornado Fisherman Electro Wizard
Mega Knight Zap Royal Recruits Tornado Fisherman Electro Wizard Magic Archer
Zap Tornado Royal Recruits Fisherman Electro Wizard Magic Archer Mega Knight
Royal Recruits Tornado Fisherman Electro Wizard
Royal Recruits Mega Knight Fisherman Electro Wizard

Counters to secondary win conditions

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

Royal Recruits Mega Knight Skeletons Zap Fisherman Electro Wizard
Electro Wizard Zap Fisherman Magic Archer Mega Knight
Royal Recruits Mega Knight Skeletons Zap Fisherman Electro Wizard
Royal Recruits Mega Knight Zap Tornado Fisherman Electro Wizard
Royal Recruits Skeletons Fisherman Mega Knight
Skeletons Zap Tornado Electro Wizard Magic Archer
Royal Recruits Skeletons Electro Wizard
Mega Knight Royal Recruits Fisherman
Zap Royal Recruits Electro Wizard Mega Knight Skeletons Tornado Magic Archer
Royal Recruits Skeletons
Mega Knight Royal Recruits
Royal Recruits Mega Knight Zap Tornado Electro Wizard
Royal Recruits Mega Knight Skeletons
Royal Recruits Magic Archer Mega Knight
Royal Recruits Electro Wizard Skeletons Zap Tornado Fisherman Magic Archer
Mega Knight Zap Royal Recruits Electro Wizard Magic Archer
Zap 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 Royal Recruits
Zap Tornado Fisherman Electro Wizard Magic Archer
Magic Archer
Royal Recruits
Zap Magic Archer Mega Knight
Zap Tornado Magic Archer
Tornado Magic Archer
Zap Tornado Magic Archer
Zap Tornado Fisherman
Tornado Fisherman Electro Wizard
Zap Royal Recruits Tornado Fisherman Electro Wizard Magic Archer
Zap Tornado Magic Archer
Fisherman Magic Archer
Fisherman Magic Archer
Zap Fisherman Magic Archer
Zap Magic Archer
Magic Archer Royal Recruits Mega Knight
Tornado
Fisherman
Zap Fisherman Electro Wizard Magic Archer Mega Knight
Zap Tornado Magic Archer Mega Knight
Magic Archer Mega Knight
Tornado
Tornado Fisherman
Zap Royal Recruits
Zap Tornado Magic Archer Mega Knight
Fisherman
Zap Tornado Fisherman Electro Wizard Magic Archer
Zap Tornado Fisherman Magic Archer Mega Knight
Zap Tornado Fisherman Magic Archer
Zap Tornado Electro Wizard Magic Archer
Zap Electro Wizard
Zap Magic Archer Mega Knight
Zap Electro Wizard Magic Archer
Mega Knight
Magic Archer
Zap Electro Wizard Royal Recruits Magic Archer
Zap Tornado Electro Wizard Magic Archer
Electro Wizard Magic Archer Mega Knight
Zap Magic Archer
Zap Tornado
Royal Recruits Mega Knight
Zap Royal Recruits Tornado Electro Wizard Magic Archer
Zap Tornado Electro Wizard Magic Archer
Zap Royal Recruits Tornado Electro Wizard Magic Archer Mega Knight
Mega Knight

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