My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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.

Bomb Tower

Investments

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

Bomber Royal Giant 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

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.

Electro Spirit Goblins Royal Giant 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.

Electro Spirit

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
Bomber Royal Giant Fisherman Phoenix
Giant Snowball
Goblins Bomber Fisherman
Zap
Goblins Bomber Royal Giant Fisherman
Barbarian Barrel
Electro Spirit Goblins Bomber Bomb Tower
The Log
Electro Spirit Goblins Bomber Royal Giant Fisherman
Earthquake
Bomber Bomb Tower
Arrows
Electro Spirit Goblins Bomber
Royal Delivery
Electro Spirit Goblins Bomber Fisherman
Fireball
Bomber Bomb Tower Fisherman
Poison
Bomber Bomb Tower Fisherman Phoenix
Lightning
Bomb Tower Fisherman Phoenix
Rocket
Bomb Tower Phoenix

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bomber Fireball Bomb Tower

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.

Electro Spirit

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.

Goblins 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.

Electro Spirit Goblins Bomber Fisherman Fireball Bomb Tower Phoenix Royal Giant

Shortest cycle

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

8 Electro Spirit Goblins Bomber Fisherman

Attack Synergies 3 4

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.

Electro Spirit
Royal Giant Fireball Phoenix
Goblins
Royal Giant
Bomber
Royal Giant
Royal Giant
Bomber Fireball Fisherman Electro Spirit Goblins
Fireball
Royal Giant Electro Spirit
Bomb Tower
Fisherman
Royal Giant
Phoenix
Electro Spirit

Defense Synergies 0 7

Electro Spirit
Fisherman Phoenix
Goblins
Bomber Fisherman Phoenix
Bomber
Goblins Fisherman
Royal Giant
Fireball
Bomb Tower
Bomb Tower
Fireball
Fisherman
Electro Spirit Goblins Bomber
Phoenix
Electro Spirit Goblins

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
Bomb Tower Goblins Bomber Fisherman Phoenix
Bomb Tower Fisherman Goblins Bomber
Bomb Tower Goblins Bomber Fisherman Phoenix
Bomber Fireball Bomb Tower
Fireball Electro Spirit Goblins Bomber Bomb Tower
Electro Spirit Fireball Bomb Tower Phoenix
Electro Spirit Fireball Bomb Tower Phoenix
Goblins Bomb Tower Fisherman Phoenix
Goblins Bomber Fisherman Phoenix
Goblins Electro Spirit Bomber Fireball Bomb Tower Fisherman
Fireball Phoenix
Bomb Tower Bomber Fireball
Bomber Fireball Bomb Tower Electro Spirit Goblins
Bomb Tower Phoenix
Bomb Tower Fireball Fisherman
Bomb Tower Goblins Bomber Fireball Fisherman
Fireball Bomb Tower Electro Spirit Goblins Bomber Fisherman
Bomb Tower Electro Spirit Bomber Fireball Fisherman
Bomb Tower Fisherman Phoenix
Bomber Electro Spirit Goblins Fireball Bomb Tower Fisherman

Counters to secondary win conditions

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

Goblins Fireball Fisherman
Fireball Bomber Bomb Tower Fisherman Phoenix
Goblins Bomb Tower Fisherman
Fireball Fisherman Phoenix
Fisherman Phoenix
Fireball Electro Spirit Bomb Tower
Goblins Fireball Bomb Tower Phoenix
Bomb Tower Fisherman Phoenix
Electro Spirit Goblins Fireball Bomb Tower Phoenix
Phoenix
Bomb Tower Phoenix
Fireball Phoenix
Fireball Bomb Tower
Bomber Fireball Bomb Tower
Phoenix Electro Spirit Goblins Bomber Fireball Bomb Tower Fisherman
Electro Spirit Bomber Fireball Bomb Tower 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
Fireball Fisherman
Fireball
Fireball
Bomber Fireball
Fireball Electro Spirit
Bomber
Fireball
Fireball Fisherman
Goblins Fireball Fisherman
Fireball Fisherman
Fireball
Fireball Fisherman
Fireball Fisherman
Fireball Fisherman
Bomber Fireball
Fireball
Fireball
Bomber Fisherman
Bomber Fireball Fisherman
Bomber Fireball
Fireball
Fireball
Fisherman
Fireball
Electro Spirit Bomber Fireball
Fisherman
Fireball Fisherman
Fireball Fisherman
Fireball Fisherman
Fireball
Electro Spirit Fireball
Fireball
Bomber Fireball
Electro Spirit Fireball
Fireball
Electro Spirit Fireball
Fireball
Fireball
Fireball
Bomber Fireball
Fireball
Electro Spirit Fireball
Fireball
Fireball

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