My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Bats

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.

Bats Royal Giant Giant Skeleton Royal Ghost Fisherman

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows Rage

Punishments

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

Royal Giant Royal Ghost

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.

Electro Spirit Royal Giant Giant Skeleton Royal Ghost

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 Spirit Giant Skeleton Royal Ghost

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
Bats Royal Giant Giant Skeleton Fisherman
Giant Snowball
Bats Fisherman
Zap
Bats Royal Giant Fisherman
Barbarian Barrel
Electro Spirit Giant Skeleton Royal Ghost
The Log
Electro Spirit Royal Giant Giant Skeleton Fisherman
Earthquake
Arrows
Electro Spirit Bats
Royal Delivery
Electro Spirit Bats Giant Skeleton Royal Ghost Fisherman
Fireball
Fisherman
Poison
Bats Fisherman
Lightning
Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Royal Ghost

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.

Electro Spirit Bats Arrows Rage Giant Skeleton Royal Ghost

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

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.

Electro Spirit Bats Rage Arrows Royal Ghost Fisherman Royal Giant Giant Skeleton

Shortest cycle

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

8 Electro Spirit Bats Rage Arrows

Attack Synergies 4 10

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.

Electro Spirit
Royal Giant Giant Skeleton
Bats
Royal Giant Giant Skeleton Rage Fisherman
Arrows
Royal Giant Giant Skeleton
Royal Giant
Bats Arrows Fisherman Electro Spirit Giant Skeleton Royal Ghost
Rage
Bats Giant Skeleton
Giant Skeleton
Bats Electro Spirit Arrows Royal Giant Rage Fisherman
Royal Ghost
Royal Giant Fisherman
Fisherman
Royal Giant Bats Giant Skeleton Royal Ghost

Defense Synergies 0 4

Electro Spirit
Fisherman
Bats
Giant Skeleton Fisherman
Arrows
Giant Skeleton
Royal Giant
Rage
Giant Skeleton
Bats Arrows
Royal Ghost
Fisherman
Electro Spirit Bats

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.

Bats Fisherman
Fisherman Bats Giant Skeleton
Bats Fisherman
Arrows Giant Skeleton
Arrows Electro Spirit Bats Royal Ghost
Bats Electro Spirit Arrows
Electro Spirit Arrows Giant Skeleton
Fisherman
Giant Skeleton Royal Ghost Fisherman
Bats Electro Spirit Arrows Giant Skeleton Royal Ghost Fisherman
Arrows Bats
Bats Giant Skeleton
Electro Spirit Bats Arrows Royal Ghost
Fisherman
Bats Arrows Fisherman
Arrows Electro Spirit Bats Royal Ghost Fisherman
Arrows Electro Spirit Bats Giant Skeleton Royal Ghost Fisherman
Fisherman
Royal Ghost Electro Spirit Bats Arrows Giant Skeleton Fisherman

Counters to secondary win conditions

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

Giant Skeleton Royal Ghost Fisherman
Arrows Royal Ghost Fisherman
Giant Skeleton Bats Fisherman
Giant Skeleton Bats Fisherman
Giant Skeleton Fisherman
Arrows Electro Spirit Bats
Bats Giant Skeleton
Giant Skeleton Fisherman
Giant Skeleton Electro Spirit Bats
Bats Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton
Electro Spirit Bats Giant Skeleton Fisherman
Bats Arrows Electro Spirit Giant Skeleton Royal Ghost

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.)

Arrows Giant Skeleton Royal Ghost
Arrows Royal Ghost Fisherman
Arrows Giant Skeleton
Arrows Giant Skeleton
Arrows
Arrows Electro Spirit Bats
Arrows
Arrows
Arrows Fisherman
Bats Fisherman
Arrows Fisherman
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Bats Fisherman
Arrows Fisherman
Arrows
Giant Skeleton
Arrows
Fisherman
Arrows
Arrows Electro Spirit
Fisherman
Arrows Royal Ghost Fisherman
Arrows Fisherman
Arrows Fisherman
Bats Arrows
Electro Spirit Bats
Arrows
Electro Spirit Arrows
Giant Skeleton
Arrows
Electro Spirit Bats
Arrows
Arrows
Arrows
Arrows Giant Skeleton
Electro Spirit Bats Giant Skeleton
Bats
Giant Skeleton Royal Ghost

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