My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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 Ice Wizard

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.

Firecracker Royal Giant Ice Wizard 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 Poison The Log

Punishments

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

Royal Giant

Pump responses

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

Poison

Dropped at the bridge

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

Royal Giant

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

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 Giant Fisherman
Giant Snowball
Cannon Fisherman
Zap
Cannon Firecracker Royal Giant Fisherman
Barbarian Barrel
Cannon Firecracker Ice Wizard
The Log
Cannon Firecracker Royal Giant Fisherman
Earthquake
Cannon Firecracker
Arrows
Firecracker
Royal Delivery
Firecracker Ice Wizard Fisherman
Fireball
Cannon Firecracker Ice Wizard Fisherman
Poison
Cannon Firecracker Ice Wizard Fisherman
Lightning
Cannon Ice Wizard Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Poison Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Poison The Log Ice Wizard

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.

Arrows Poison Ice Wizard

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

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.

Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Arrows Cannon Firecracker Ice Wizard Fisherman Poison Royal Giant

Shortest cycle

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

11 The Log Arrows Cannon Firecracker

Attack Synergies 5 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.

Arrows
Royal Giant
Cannon
Firecracker
Royal Giant Fisherman
Royal Giant
Arrows Firecracker Poison Ice Wizard Fisherman The Log
Poison
Royal Giant The Log
The Log
Royal Giant Poison Fisherman
Ice Wizard
Royal Giant Fisherman
Fisherman
Royal Giant Firecracker The Log Ice Wizard

Defense Synergies 2 12

Arrows
Cannon Ice Wizard
Cannon
The Log Arrows Firecracker Poison Ice Wizard
Firecracker
The Log Cannon Ice Wizard Fisherman
Royal Giant
Poison
Cannon The Log Ice Wizard
The Log
Cannon Firecracker Poison Ice Wizard Fisherman
Ice Wizard
Arrows Cannon Firecracker Poison The Log Fisherman
Fisherman
Firecracker The Log Ice Wizard

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.

Cannon Firecracker The Log
Cannon Firecracker The Log Ice Wizard Fisherman
Cannon Fisherman Ice Wizard
Cannon Firecracker Ice Wizard Fisherman
Arrows Firecracker Poison The Log
Arrows The Log Cannon Firecracker Ice Wizard
Arrows Cannon Firecracker Poison Ice Wizard
Arrows Cannon Poison The Log
Cannon Ice Wizard Fisherman
Cannon Firecracker Ice Wizard Fisherman
Poison Ice Wizard Arrows Cannon Firecracker The Log Fisherman
Arrows Firecracker Poison Ice Wizard
Cannon The Log Ice Wizard
Arrows Cannon Firecracker Poison The Log
Cannon
Cannon The Log Fisherman
Arrows Cannon Firecracker Poison Fisherman
Arrows Cannon Firecracker The Log Ice Wizard Fisherman
Arrows Poison The Log Cannon Firecracker Ice Wizard Fisherman
Cannon Fisherman
Arrows Cannon Firecracker Poison The Log Fisherman

Counters to secondary win conditions

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

Fisherman
Poison Arrows Firecracker The Log Fisherman
The Log Fisherman
The Log Fisherman
Cannon Fisherman
Arrows Firecracker Poison Ice Wizard
Ice Wizard
Fisherman
Firecracker Poison The Log
Cannon
Arrows Poison The Log
Cannon
Cannon Firecracker
Firecracker Poison The Log Fisherman
Arrows Poison Cannon Firecracker The Log Ice Wizard
Arrows Cannon Ice Wizard
Cannon Fisherman Poison Ice Wizard
Cannon Fisherman

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.)

Poison Arrows Firecracker The Log
Arrows Firecracker Poison The Log Ice Wizard Fisherman
Arrows Poison The Log
Arrows Firecracker Poison The Log
Poison Arrows Firecracker The Log
Arrows Firecracker Poison Ice Wizard
Arrows Firecracker Poison The Log
Arrows Poison The Log Firecracker Ice Wizard
Arrows Poison The Log Firecracker Fisherman
Poison Fisherman
Firecracker Poison Arrows The Log Fisherman
Poison Arrows Firecracker
Poison Firecracker The Log Fisherman
Arrows Firecracker Poison Fisherman
Arrows Firecracker Poison The Log Fisherman
Arrows Firecracker Poison The Log
Arrows Firecracker Poison The Log
Arrows Poison
Fisherman
Arrows Firecracker Poison The Log Fisherman
Arrows Firecracker Poison The Log
Poison The Log
Arrows Poison
The Log Fisherman
Arrows Poison The Log
Arrows Firecracker Poison The Log Ice Wizard
Fisherman
Arrows Firecracker Poison The Log Ice Wizard Fisherman
Arrows Poison The Log Fisherman
Poison Arrows Firecracker The Log Fisherman
Poison Arrows Firecracker Ice Wizard
Firecracker Poison
Poison Arrows The Log
Arrows Firecracker Poison
Arrows Firecracker Poison The Log
Poison Arrows Firecracker Ice Wizard
Arrows The Log
Poison Firecracker
Arrows The Log Firecracker Poison
Arrows Poison
Firecracker
Firecracker Poison The Log
Firecracker Poison
Poison Firecracker The Log
Firecracker
Poison Fisherman

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