My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Phoenix

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 Bomber Royal Giant Giant Skeleton Fisherman Phoenix

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 Fireball

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.

Fireball

Dropped at the bridge

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

Royal Giant Giant Skeleton Phoenix

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.

Giant Skeleton

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 Bomber Royal Giant Giant Skeleton Fisherman Phoenix
Giant Snowball
Skeletons Bomber Fisherman
Zap
Skeletons Bomber Royal Giant Fisherman
Barbarian Barrel
Skeletons Bomber Giant Skeleton
The Log
Skeletons Bomber Royal Giant Giant Skeleton Fisherman
Earthquake
Skeletons Bomber
Arrows
Skeletons Bomber
Royal Delivery
Skeletons Bomber Giant Skeleton Fisherman
Fireball
Bomber Fisherman
Poison
Bomber Fisherman Phoenix
Lightning
Fisherman Phoenix
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Fireball

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.

Arrows Giant Skeleton

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 Fireball

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.

Fireball

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.

Skeletons Bomber Arrows Fisherman Fireball Phoenix Royal Giant Giant Skeleton

Shortest cycle

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

9 Skeletons Bomber Arrows Fisherman

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.

Skeletons
Bomber
Royal Giant Giant Skeleton
Arrows
Royal Giant Fireball Giant Skeleton Phoenix
Royal Giant
Bomber Arrows Fireball Fisherman Giant Skeleton
Fireball
Arrows Royal Giant
Giant Skeleton
Bomber Arrows Royal Giant Fisherman
Fisherman
Royal Giant Giant Skeleton
Phoenix
Arrows

Defense Synergies 1 7

Skeletons
Fisherman Bomber Giant Skeleton Phoenix
Bomber
Skeletons Fisherman
Arrows
Fireball Giant Skeleton Phoenix
Royal Giant
Fireball
Arrows
Giant Skeleton
Skeletons Arrows
Fisherman
Skeletons Bomber
Phoenix
Skeletons Arrows

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.

Bomber Fireball
Skeletons Bomber Fisherman Phoenix
Fisherman Skeletons Bomber Giant Skeleton
Skeletons Bomber Fisherman Phoenix
Bomber Arrows Fireball Giant Skeleton
Arrows Fireball Skeletons Bomber
Arrows Fireball Phoenix
Arrows Fireball Giant Skeleton Phoenix
Skeletons Fisherman Phoenix
Skeletons Bomber Giant Skeleton Fisherman Phoenix
Skeletons Bomber Arrows Fireball Giant Skeleton Fisherman
Arrows Fireball Phoenix
Skeletons Bomber Fireball Giant Skeleton
Bomber Fireball Arrows
Phoenix
Fireball Fisherman
Skeletons Bomber Arrows Fireball Fisherman
Arrows Fireball Bomber Fisherman
Arrows Bomber Fireball Giant Skeleton Fisherman
Fisherman Phoenix
Bomber Arrows Fireball Giant Skeleton Fisherman

Counters to secondary win conditions

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

Skeletons Fireball Giant Skeleton Fisherman
Fireball Bomber Arrows Fisherman Phoenix
Giant Skeleton Skeletons Fisherman
Giant Skeleton Fireball Fisherman Phoenix
Giant Skeleton Skeletons Fisherman Phoenix
Arrows Fireball Skeletons
Skeletons Fireball Giant Skeleton Phoenix
Giant Skeleton Fisherman Phoenix
Giant Skeleton Skeletons Fireball Phoenix
Skeletons Phoenix
Giant Skeleton Phoenix
Arrows Fireball Giant Skeleton Phoenix
Giant Skeleton Skeletons Fireball
Bomber Fireball
Phoenix Skeletons Bomber Fireball Giant Skeleton Fisherman
Arrows Bomber Fireball Giant Skeleton Phoenix

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.)

Fireball Arrows Giant Skeleton
Arrows Fireball Fisherman
Arrows Fireball Giant Skeleton
Arrows Fireball Giant Skeleton
Bomber Fireball Arrows
Arrows Fireball
Bomber Arrows
Arrows Fireball
Arrows Fireball Fisherman
Fireball Fisherman
Arrows Fireball Fisherman
Fireball Arrows
Fireball Fisherman
Arrows Fireball Fisherman
Arrows Fireball Fisherman
Bomber Arrows Fireball
Arrows Fireball
Arrows Fireball
Bomber Fisherman
Bomber Arrows Fireball Fisherman
Bomber Arrows Fireball
Fireball Giant Skeleton
Arrows Fireball
Fisherman
Arrows Fireball
Arrows Bomber Fireball
Fisherman
Arrows Fireball Fisherman
Fireball Arrows Fisherman
Fireball Arrows Fisherman
Arrows Fireball
Fireball
Fireball
Bomber Arrows Fireball
Arrows Fireball
Giant Skeleton
Arrows Fireball
Fireball
Fireball Arrows
Arrows Fireball
Fireball
Arrows Bomber Fireball
Arrows Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball
Fireball Giant Skeleton

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