My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Bad
Versatility
Mediocre
F2P score
RIP

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 Royal Giant Giant Skeleton Royal Ghost 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.

Fireball 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fireball 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.

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 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Rage Royal Ghost Fisherman Fireball Phoenix Royal Giant Giant Skeleton

Shortest cycle

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

9 Skeletons Rage Royal Ghost Fisherman

Attack Synergies 2 6

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
Royal Giant
Fireball Fisherman Giant Skeleton Royal Ghost
Fireball
Royal Giant
Rage
Giant Skeleton Phoenix
Giant Skeleton
Royal Giant Rage Fisherman
Royal Ghost
Royal Giant Fisherman
Fisherman
Royal Giant Giant Skeleton Royal Ghost
Phoenix
Rage

Defense Synergies 1 3

Skeletons
Fisherman Giant Skeleton Royal Ghost Phoenix
Royal Giant
Fireball
Rage
Giant Skeleton
Skeletons
Royal Ghost
Skeletons
Fisherman
Skeletons
Phoenix
Skeletons

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.

Fireball
Skeletons Fisherman Phoenix
Fisherman Skeletons Giant Skeleton
Skeletons Fisherman Phoenix
Fireball Giant Skeleton
Fireball Skeletons Royal Ghost
Fireball Phoenix
Fireball Giant Skeleton Phoenix
Skeletons Fisherman Phoenix
Skeletons Giant Skeleton Royal Ghost Fisherman Phoenix
Skeletons Fireball Giant Skeleton Royal Ghost Fisherman
Fireball Phoenix
Skeletons Fireball Giant Skeleton
Fireball Royal Ghost
Phoenix
Fireball Fisherman
Skeletons Fireball Fisherman
Fireball Royal Ghost Fisherman
Fireball Giant Skeleton Royal Ghost Fisherman
Fisherman Phoenix
Royal Ghost 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 Royal Ghost Fisherman
Fireball Royal Ghost Fisherman Phoenix
Giant Skeleton Skeletons Fisherman
Giant Skeleton Fireball Fisherman Phoenix
Giant Skeleton Skeletons Fisherman Phoenix
Fireball Skeletons
Skeletons Fireball Giant Skeleton Phoenix
Giant Skeleton Fisherman Phoenix
Giant Skeleton Skeletons Fireball Phoenix
Skeletons Phoenix
Giant Skeleton Phoenix
Fireball Giant Skeleton Phoenix
Giant Skeleton Skeletons Fireball
Fireball
Phoenix Skeletons Fireball Giant Skeleton Fisherman
Fireball Giant Skeleton Royal Ghost 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 Giant Skeleton Royal Ghost
Fireball Royal Ghost Fisherman
Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball
Fireball
Fireball
Fireball Fisherman
Fireball Fisherman
Fireball Fisherman
Fireball
Fireball Fisherman
Fireball Fisherman
Fireball Fisherman
Fireball
Fireball
Fireball
Fisherman
Fireball Fisherman
Fireball
Fireball Giant Skeleton
Fireball
Fisherman
Fireball
Fireball
Fisherman
Fireball Royal Ghost Fisherman
Fireball Fisherman
Fireball Fisherman
Fireball
Fireball
Fireball
Fireball
Fireball
Giant Skeleton
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball
Fireball Giant Skeleton Royal Ghost

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