My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Great!
Synergy
Good
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

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.

Dark Prince Fisherman Electro Wizard

Offensive cards

Win conditions

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

Wall Breakers Goblin Barrel Goblin Drill

Damage spells

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

Rocket

Punishments

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

Wall Breakers Goblin Barrel Dark Prince

Pump responses

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

Rocket Goblin Barrel Goblin Drill

Dropped at the bridge

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

Heal Spirit Wall Breakers Dark Prince

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 Barrel Dark Prince Goblin Drill Electro Wizard

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
Wall Breakers Goblin Barrel Dark Prince Goblin Drill Fisherman
Giant Snowball
Wall Breakers Goblin Barrel Goblin Drill Fisherman
Zap
Wall Breakers Goblin Barrel Dark Prince Goblin Drill Fisherman
Barbarian Barrel
Heal Spirit Wall Breakers Goblin Barrel Dark Prince Goblin Drill Electro Wizard
The Log
Heal Spirit Wall Breakers Goblin Barrel Dark Prince Goblin Drill Fisherman
Earthquake
Goblin Barrel Goblin Drill
Arrows
Heal Spirit Wall Breakers Goblin Barrel Goblin Drill
Royal Delivery
Heal Spirit Wall Breakers Goblin Barrel Dark Prince Goblin Drill Fisherman Electro Wizard
Fireball
Wall Breakers Goblin Barrel Goblin Drill Fisherman Electro Wizard
Poison
Goblin Drill Fisherman Electro Wizard
Lightning
Dark Prince Fisherman Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Rocket Dark Prince

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.

Heal Spirit Rocket Dark Prince Goblin Drill

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.

Goblin Barrel

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.

Heal Spirit Goblin Barrel Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Wall Breakers Goblin Barrel Fisherman Dark Prince Goblin Drill Electro Wizard Rocket

Shortest cycle

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

9 Heal Spirit Wall Breakers Goblin Barrel Fisherman

Attack Synergies 2 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.

Heal Spirit
Dark Prince Goblin Drill
Rocket
Wall Breakers
Goblin Drill Electro Wizard
Goblin Barrel
Dark Prince Goblin Drill
Dark Prince
Goblin Barrel Heal Spirit Goblin Drill Fisherman Electro Wizard
Goblin Drill
Wall Breakers Heal Spirit Goblin Barrel Dark Prince
Fisherman
Dark Prince
Electro Wizard
Wall Breakers Dark Prince

Defense Synergies 0 2

Heal Spirit
Rocket
Wall Breakers
Goblin Barrel
Dark Prince
Electro Wizard
Goblin Drill
Electro Wizard
Fisherman
Electro Wizard
Dark Prince Goblin Drill

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.

Rocket Electro Wizard
Dark Prince Goblin Drill Fisherman Electro Wizard
Rocket Fisherman Dark Prince Goblin Drill Electro Wizard
Dark Prince Goblin Drill Fisherman Electro Wizard
Rocket Dark Prince
Dark Prince Electro Wizard
Rocket Electro Wizard
Rocket Electro Wizard
Goblin Drill Fisherman
Dark Prince Fisherman Electro Wizard
Electro Wizard Dark Prince Goblin Drill Fisherman
Electro Wizard
Goblin Drill Rocket Dark Prince Electro Wizard
Rocket Dark Prince Goblin Drill Electro Wizard
Goblin Drill Electro Wizard
Rocket Goblin Drill Fisherman Electro Wizard
Dark Prince Goblin Drill Fisherman Electro Wizard
Dark Prince Goblin Drill Fisherman Electro Wizard
Goblin Drill Dark Prince Fisherman Electro Wizard
Goblin Drill Fisherman Electro Wizard
Dark Prince Fisherman Electro Wizard

Counters to secondary win conditions

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

Dark Prince Fisherman Electro Wizard
Electro Wizard Rocket Fisherman
Rocket Dark Prince Fisherman Electro Wizard
Rocket Dark Prince Fisherman Electro Wizard
Dark Prince Goblin Drill Fisherman
Rocket Electro Wizard
Rocket Dark Prince Electro Wizard
Dark Prince Fisherman
Rocket Electro Wizard Dark Prince
Goblin Drill
Dark Prince
Rocket Dark Prince Electro Wizard
Rocket Dark Prince
Electro Wizard Rocket Dark Prince Goblin Drill Fisherman
Dark Prince Electro Wizard

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.)

Rocket Goblin Drill
Fisherman Electro Wizard
Rocket Goblin Drill
Rocket Dark Prince
Rocket Dark Prince
Rocket
Fisherman
Rocket Fisherman Electro Wizard
Rocket Dark Prince Fisherman Electro Wizard
Rocket
Rocket Fisherman
Rocket Fisherman
Fisherman
Rocket Goblin Drill
Rocket
Rocket
Rocket Fisherman
Rocket Dark Prince Fisherman Electro Wizard
Rocket
Rocket
Rocket
Rocket Fisherman
Rocket Goblin Drill
Dark Prince
Fisherman
Fisherman Electro Wizard
Fisherman
Rocket Fisherman
Electro Wizard
Rocket Electro Wizard
Rocket
Rocket Electro Wizard
Rocket
Electro Wizard Rocket Dark Prince
Rocket Electro Wizard
Rocket Dark Prince Electro Wizard
Rocket
Dark Prince
Rocket Electro Wizard
Rocket Electro Wizard
Rocket Dark Prince Electro Wizard

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