My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
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 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 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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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.

Minion Horde

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.

Fisherman

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 Lightning

Pump responses

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

Lightning

Dropped at the bridge

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

Barbarians Minion Horde

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
Minion Horde Guards Fisherman
Giant Snowball
Cannon Barbarians Minion Horde Guards Fisherman
Zap
Cannon Minion Horde Guards Fisherman
Barbarian Barrel
Cannon Barbarians Guards
The Log
Cannon Barbarians Guards Fisherman
Earthquake
Cannon Barbarians Guards
Arrows
Minion Horde Guards
Royal Delivery
Barbarians Minion Horde Guards Fisherman
Fireball
Cannon Barbarians Minion Horde Fisherman
Poison
Cannon Barbarians Minion Horde Guards Fisherman
Lightning
Cannon Fisherman
Rocket
Barbarians Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Zap

Against ground swarms

Spells and units that can counter ground swarms.

Zap

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.

Guards

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.

Barbarians Minion Horde

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.

Mirror Zap Cannon Guards Fisherman Barbarians Minion Horde Lightning

Shortest cycle

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

8 Mirror Zap Cannon Guards

Attack Synergies 1 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.

Zap
Mirror Minion Horde Guards Fisherman
Cannon
Barbarians
Minion Horde
Zap Mirror
Mirror
Zap Minion Horde Lightning
Guards
Zap
Lightning
Mirror
Fisherman
Zap

Defense Synergies 5 6

Zap
Cannon Mirror Barbarians Minion Horde Guards Fisherman
Cannon
Zap Mirror Guards
Barbarians
Zap Minion Horde
Minion Horde
Mirror Zap Barbarians
Mirror
Zap Cannon Minion Horde
Guards
Fisherman Zap Cannon
Lightning
Fisherman
Guards Zap

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.

Lightning Zap Cannon Minion Horde
Barbarians Minion Horde Zap Cannon Fisherman
Cannon Barbarians Minion Horde Fisherman Lightning
Cannon Barbarians Minion Horde Guards Fisherman
Lightning Barbarians
Zap Cannon Guards
Minion Horde Lightning Zap Cannon
Lightning Zap Cannon Barbarians
Cannon Barbarians Minion Horde Fisherman
Guards Cannon Barbarians Minion Horde Fisherman
Barbarians Minion Horde Guards Zap Cannon Fisherman
Minion Horde Zap
Cannon Barbarians Minion Horde Zap Guards Lightning
Zap Cannon Barbarians Minion Horde Guards
Barbarians Cannon Minion Horde
Barbarians Minion Horde Zap Cannon Lightning Fisherman
Barbarians Minion Horde Cannon Fisherman
Cannon Zap Barbarians Minion Horde Guards Fisherman
Zap Cannon Barbarians Guards Fisherman
Barbarians Cannon Fisherman
Cannon Barbarians Minion Horde Guards Fisherman
Cannon Guards Fisherman

Counters to secondary win conditions

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

Barbarians Guards Zap Fisherman
Zap Lightning Fisherman
Barbarians Guards Zap Minion Horde Lightning Fisherman
Guards Lightning Zap Barbarians Minion Horde Fisherman
Barbarians Cannon Minion Horde Guards Fisherman
Zap Minion Horde
Guards Barbarians Minion Horde Lightning
Barbarians Minion Horde Fisherman
Zap Minion Horde Lightning Barbarians
Cannon Barbarians Minion Horde Guards
Barbarians Minion Horde Guards
Lightning Zap Barbarians Guards
Barbarians Lightning Cannon Minion Horde Guards
Cannon Barbarians Minion Horde
Barbarians Guards Zap Minion Horde Lightning Fisherman
Zap Cannon Barbarians Minion Horde
Zap Cannon

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.)

Lightning Minion Horde Guards
Zap Fisherman
Lightning Minion Horde
Lightning Barbarians Guards
Zap Minion Horde
Zap Minion Horde
Minion Horde
Zap Lightning
Zap Lightning Fisherman
Lightning Minion Horde Guards Fisherman
Lightning Zap Minion Horde Fisherman
Lightning Zap
Lightning Fisherman
Lightning Minion Horde Fisherman
Lightning Zap Fisherman
Lightning Zap Minion Horde
Lightning Minion Horde
Lightning
Minion Horde Lightning Fisherman
Lightning Zap Fisherman
Lightning Zap
Lightning Minion Horde
Lightning
Lightning Fisherman
Lightning Zap Barbarians Minion Horde
Zap
Minion Horde Fisherman
Zap Lightning Fisherman
Lightning Zap Fisherman
Lightning Zap Fisherman
Lightning Zap Minion Horde
Zap Lightning Minion Horde Guards
Lightning Minion Horde
Lightning Zap Minion Horde
Zap Lightning Minion Horde
Minion Horde
Lightning
Zap Minion Horde Lightning Barbarians Guards
Lightning Zap
Lightning Minion Horde
Zap Lightning
Lightning Zap
Minion Horde
Zap Minion Horde Guards Lightning
Zap Lightning
Lightning Zap
Lightning
Fisherman

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