My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Electro Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Battle Ram Electro Dragon Cannon Cart Giant Skeleton Fisherman

Offensive cards

Win conditions

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

Battle Ram Goblin Drill

Damage spells

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

Fireball

Punishments

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

Battle Ram Cannon Cart

Pump responses

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

Fireball Goblin Drill

Dropped at the bridge

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

Battle Ram Cannon Cart Giant Skeleton

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.

Goblin Drill Electro Dragon 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
Battle Ram Skeleton Army Goblin Drill Cannon Cart Giant Skeleton Fisherman
Giant Snowball
Battle Ram Skeleton Army Goblin Drill Electro Dragon Fisherman
Zap
Battle Ram Skeleton Army Goblin Drill Cannon Cart Fisherman
Barbarian Barrel
Battle Ram Skeleton Army Goblin Drill Cannon Cart Giant Skeleton
The Log
Battle Ram Skeleton Army Goblin Drill Cannon Cart Giant Skeleton Fisherman
Earthquake
Skeleton Army Goblin Drill
Arrows
Skeleton Army Goblin Drill
Royal Delivery
Battle Ram Skeleton Army Goblin Drill Electro Dragon Cannon Cart Giant Skeleton Fisherman
Fireball
Battle Ram Skeleton Army Goblin Drill Electro Dragon Cannon Cart Fisherman
Poison
Skeleton Army Goblin Drill Electro Dragon Fisherman
Lightning
Battle Ram Electro Dragon Cannon Cart Fisherman
Rocket
Electro Dragon Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Fireball Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Electro Dragon

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.

Battle Ram Skeleton Army Goblin Drill 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.

Fireball Skeleton Army

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.

Skeleton Army Fisherman Fireball Battle Ram Goblin Drill Electro Dragon Cannon Cart Giant Skeleton

Shortest cycle

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

14 Skeleton Army Fisherman Fireball Battle Ram

Attack Synergies 1 7

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.

Fireball
Goblin Drill Battle Ram
Battle Ram
Fireball
Skeleton Army
Goblin Drill
Fireball Cannon Cart
Electro Dragon
Cannon Cart Giant Skeleton Fisherman
Cannon Cart
Goblin Drill Electro Dragon Fisherman
Giant Skeleton
Electro Dragon Fisherman
Fisherman
Electro Dragon Cannon Cart Giant Skeleton

Defense Synergies 0 10

Fireball
Goblin Drill
Battle Ram
Skeleton Army
Goblin Drill Electro Dragon Cannon Cart Giant Skeleton
Goblin Drill
Fireball Skeleton Army Electro Dragon
Electro Dragon
Skeleton Army Goblin Drill Cannon Cart Giant Skeleton Fisherman
Cannon Cart
Skeleton Army Electro Dragon Giant Skeleton
Giant Skeleton
Skeleton Army Electro Dragon Cannon Cart
Fisherman
Electro Dragon

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 Cart Fireball Electro Dragon
Skeleton Army Goblin Drill Electro Dragon Cannon Cart Fisherman
Skeleton Army Fisherman Goblin Drill Electro Dragon Cannon Cart Giant Skeleton
Skeleton Army Goblin Drill Electro Dragon Cannon Cart Fisherman
Fireball Skeleton Army Giant Skeleton
Fireball Skeleton Army Electro Dragon Cannon Cart
Fireball Electro Dragon
Fireball Electro Dragon Cannon Cart Giant Skeleton
Skeleton Army Goblin Drill Fisherman
Skeleton Army Cannon Cart Giant Skeleton Fisherman
Skeleton Army Fireball Goblin Drill Electro Dragon Cannon Cart Giant Skeleton Fisherman
Fireball Electro Dragon
Skeleton Army Goblin Drill Fireball Electro Dragon Cannon Cart Giant Skeleton
Fireball Skeleton Army Goblin Drill Electro Dragon Cannon Cart
Skeleton Army Goblin Drill Cannon Cart
Skeleton Army Fireball Goblin Drill Fisherman
Fireball Skeleton Army Goblin Drill Electro Dragon Cannon Cart Fisherman
Fireball Skeleton Army Goblin Drill Electro Dragon Cannon Cart Fisherman
Goblin Drill Fireball Electro Dragon Cannon Cart Giant Skeleton Fisherman
Goblin Drill Cannon Cart Fisherman
Skeleton Army Fireball Electro Dragon Cannon Cart Giant Skeleton Fisherman

Counters to secondary win conditions

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

Skeleton Army Fireball Cannon Cart Giant Skeleton Fisherman
Fireball Electro Dragon Cannon Cart Fisherman
Skeleton Army Giant Skeleton Electro Dragon Cannon Cart Fisherman
Skeleton Army Giant Skeleton Fireball Cannon Cart Fisherman
Giant Skeleton Skeleton Army Goblin Drill Cannon Cart Fisherman
Fireball Electro Dragon
Skeleton Army Fireball Cannon Cart Giant Skeleton
Giant Skeleton Skeleton Army Cannon Cart Fisherman
Electro Dragon Giant Skeleton Fireball Skeleton Army Cannon Cart
Skeleton Army Goblin Drill
Electro Dragon Cannon Cart Giant Skeleton
Skeleton Army Fireball Giant Skeleton
Skeleton Army Cannon Cart Giant Skeleton Fireball
Fireball Skeleton Army Electro Dragon Cannon Cart
Skeleton Army Electro Dragon Fireball Goblin Drill Cannon Cart Giant Skeleton Fisherman
Fireball Electro Dragon Cannon Cart Giant Skeleton

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 Goblin Drill Electro Dragon Giant Skeleton
Fireball Electro Dragon Fisherman
Fireball Goblin Drill Electro Dragon Cannon Cart Giant Skeleton
Cannon Cart Fireball Giant Skeleton
Fireball
Fireball Electro Dragon
Fireball Electro Dragon
Fireball Electro Dragon Fisherman
Fireball Electro Dragon Fisherman
Fireball Electro Dragon Cannon Cart Fisherman
Fireball Electro Dragon
Fireball Cannon Cart Fisherman
Fireball Electro Dragon Cannon Cart Fisherman
Fireball Cannon Cart Fisherman
Fireball Goblin Drill Electro Dragon Cannon Cart
Fireball Electro Dragon Cannon Cart
Fireball
Fisherman
Fireball Electro Dragon Fisherman
Fireball Electro Dragon
Fireball Giant Skeleton
Fireball
Fisherman
Fireball Goblin Drill Electro Dragon Cannon Cart
Fireball Electro Dragon
Fisherman
Fireball Electro Dragon Fisherman
Fireball Electro Dragon Fisherman
Fireball Fisherman
Fireball Electro Dragon
Electro Dragon Fireball
Fireball
Fireball Electro Dragon
Fireball Electro Dragon
Giant Skeleton
Fireball
Fireball Skeleton Army Electro Dragon Cannon Cart
Fireball Electro Dragon
Fireball
Fireball Electro Dragon Cannon Cart
Fireball Electro Dragon
Fireball Giant Skeleton
Electro Dragon Cannon Cart
Electro Dragon Fireball Giant Skeleton
Fireball Electro Dragon
Electro Dragon Fireball Cannon Cart Giant Skeleton

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