My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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 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!

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.

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.

Firecracker Goblin Cage Fisherman

Offensive cards

Win conditions

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

Royal Hogs

Damage spells

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

Zap Earthquake

Punishments

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

Royal Hogs

Pump responses

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

Earthquake

Dropped at the bridge

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

Barbarians Heal Spirit Royal Hogs

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 Royal Hogs

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
Royal Hogs Fisherman
Giant Snowball
Barbarians Royal Hogs Fisherman
Zap
Firecracker Royal Hogs Fisherman
Barbarian Barrel
Firecracker Barbarians Heal Spirit Goblin Cage Royal Hogs
The Log
Firecracker Barbarians Heal Spirit Goblin Cage Royal Hogs Fisherman
Earthquake
Firecracker Barbarians Goblin Cage Royal Hogs
Arrows
Firecracker Heal Spirit Royal Hogs
Royal Delivery
Firecracker Barbarians Heal Spirit Goblin Cage Royal Hogs Fisherman
Fireball
Firecracker Barbarians Goblin Cage Royal Hogs Fisherman
Poison
Firecracker Barbarians Goblin Cage Royal Hogs Fisherman
Lightning
Goblin Cage Fisherman
Rocket
Barbarians Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Earthquake

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

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Zap Firecracker Earthquake Fisherman Goblin Cage Barbarians Royal Hogs

Shortest cycle

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

9 Heal Spirit Zap Firecracker Earthquake

Attack Synergies 4 12

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
Firecracker Earthquake Heal Spirit Goblin Cage Royal Hogs Fisherman
Firecracker
Zap Earthquake Goblin Cage Royal Hogs Fisherman
Barbarians
Heal Spirit
Heal Spirit
Royal Hogs Zap Barbarians Goblin Cage
Earthquake
Zap Royal Hogs Firecracker
Goblin Cage
Zap Firecracker Heal Spirit Royal Hogs
Royal Hogs
Heal Spirit Earthquake Zap Firecracker Goblin Cage Fisherman
Fisherman
Zap Firecracker Royal Hogs

Defense Synergies 0 9

Zap
Firecracker Barbarians Earthquake Goblin Cage Fisherman
Firecracker
Zap Earthquake Goblin Cage Fisherman
Barbarians
Zap
Heal Spirit
Earthquake
Zap Firecracker Goblin Cage
Goblin Cage
Zap Firecracker Earthquake
Royal Hogs
Fisherman
Zap 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.

Earthquake Zap Firecracker Goblin Cage
Barbarians Zap Firecracker Goblin Cage Fisherman
Barbarians Goblin Cage Fisherman
Barbarians Goblin Cage Firecracker Fisherman
Firecracker Barbarians Earthquake Goblin Cage
Zap Firecracker Earthquake
Zap Firecracker Goblin Cage
Earthquake Zap Barbarians Goblin Cage
Barbarians Goblin Cage Fisherman
Firecracker Barbarians Fisherman
Barbarians Zap Firecracker Earthquake Fisherman
Zap Firecracker
Barbarians Goblin Cage Zap Earthquake
Zap Firecracker Barbarians Earthquake Goblin Cage
Barbarians Goblin Cage
Barbarians Zap Goblin Cage Fisherman
Barbarians Firecracker Goblin Cage Fisherman
Goblin Cage Zap Firecracker Barbarians Fisherman
Zap Earthquake Goblin Cage Firecracker Barbarians Fisherman
Barbarians Goblin Cage Fisherman
Firecracker Barbarians Earthquake Fisherman
Fisherman

Counters to secondary win conditions

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

Barbarians Zap Goblin Cage Fisherman
Zap Firecracker Fisherman
Barbarians Zap Goblin Cage Fisherman
Zap Barbarians Goblin Cage Fisherman
Barbarians Goblin Cage Fisherman
Firecracker Zap
Barbarians Goblin Cage
Barbarians Goblin Cage Fisherman
Zap Goblin Cage Firecracker Barbarians
Barbarians Goblin Cage
Barbarians Goblin Cage
Zap Barbarians Goblin Cage
Barbarians Goblin Cage
Firecracker Barbarians Goblin Cage
Barbarians Zap Firecracker Goblin Cage Fisherman
Zap Firecracker Barbarians Earthquake Goblin Cage
Zap 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.)

Earthquake Firecracker
Firecracker Zap Fisherman
Earthquake
Earthquake Firecracker Barbarians
Zap Firecracker Earthquake
Firecracker Zap
Firecracker Earthquake
Earthquake Zap Firecracker
Zap Firecracker Fisherman
Fisherman
Firecracker Zap Earthquake Fisherman
Zap Firecracker
Earthquake Firecracker Fisherman
Earthquake Firecracker Fisherman
Earthquake Zap Firecracker Fisherman
Earthquake Zap Firecracker
Earthquake Firecracker
Earthquake
Fisherman
Zap Firecracker Earthquake Fisherman
Zap Firecracker Earthquake
Earthquake
Fisherman
Earthquake Zap Barbarians
Zap Firecracker Earthquake
Fisherman
Firecracker Zap Earthquake Fisherman
Zap Fisherman
Zap Firecracker Fisherman
Zap Firecracker
Zap Firecracker
Zap Earthquake
Zap Firecracker
Firecracker Earthquake
Zap Earthquake Barbarians
Zap Firecracker
Firecracker
Zap Firecracker Earthquake
Zap
Firecracker
Zap Firecracker
Firecracker Zap
Zap Firecracker
Firecracker
Fisherman

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