My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Zappies Hunter

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.

Royal Giant Zappies Hunter Giant Skeleton Fisherman

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 Royal Giant 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.

Electro Spirit 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
Royal Giant Guards Giant Skeleton Fisherman
Giant Snowball
Zappies Guards Fisherman
Zap
Royal Giant Zappies Guards Fisherman
Barbarian Barrel
Electro Spirit Zappies Guards Hunter Giant Skeleton
The Log
Electro Spirit Royal Giant Zappies Guards Hunter Giant Skeleton Fisherman
Earthquake
Zappies Guards
Arrows
Electro Spirit Zappies Guards
Royal Delivery
Electro Spirit Zappies Guards Hunter Giant Skeleton Fisherman
Fireball
Zappies Hunter Fisherman
Poison
Zappies Guards Hunter Fisherman
Lightning
Hunter Fisherman
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Hunter

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 Guards 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Guards Fisherman Fireball Zappies Hunter Royal Giant Giant Skeleton

Shortest cycle

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

11 Electro Spirit Guards Fisherman Fireball

Attack Synergies 4 9

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 Giant Skeleton
Royal Giant
Fireball Hunter Fisherman Electro Spirit Zappies Guards Giant Skeleton
Fireball
Royal Giant Electro Spirit
Zappies
Royal Giant Giant Skeleton
Guards
Royal Giant
Hunter
Royal Giant Fisherman Giant Skeleton
Giant Skeleton
Electro Spirit Royal Giant Zappies Hunter Fisherman
Fisherman
Royal Giant Hunter Giant Skeleton

Defense Synergies 3 8

Electro Spirit
Hunter Fisherman
Royal Giant
Fireball
Zappies
Zappies
Fireball Guards Giant Skeleton Fisherman
Guards
Hunter Fisherman Zappies Giant Skeleton
Hunter
Guards Fisherman Electro Spirit Giant Skeleton
Giant Skeleton
Zappies Guards Hunter
Fisherman
Guards Hunter Electro Spirit Zappies

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 Zappies
Hunter Zappies Fisherman
Hunter Fisherman Zappies Giant Skeleton
Hunter Zappies Guards Fisherman
Fireball Giant Skeleton
Fireball Electro Spirit Zappies Guards Hunter
Hunter Electro Spirit Fireball Zappies
Electro Spirit Fireball Giant Skeleton
Zappies Hunter Fisherman
Guards Zappies Hunter Giant Skeleton Fisherman
Guards Electro Spirit Fireball Zappies Hunter Giant Skeleton Fisherman
Hunter Fireball Zappies
Hunter Fireball Zappies Guards Giant Skeleton
Fireball Electro Spirit Zappies Guards Hunter
Zappies Hunter
Fireball Zappies Hunter Fisherman
Fireball Zappies Hunter Fisherman
Fireball Electro Spirit Zappies Guards Hunter Fisherman
Hunter Electro Spirit Fireball Zappies Guards Giant Skeleton Fisherman
Zappies Hunter Fisherman
Electro Spirit Fireball Zappies Guards Hunter Giant Skeleton Fisherman

Counters to secondary win conditions

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

Guards Fireball Zappies Giant Skeleton Fisherman
Fireball Hunter Fisherman
Zappies Guards Giant Skeleton Hunter Fisherman
Guards Hunter Giant Skeleton Fireball Zappies Fisherman
Giant Skeleton Zappies Guards Hunter Fisherman
Fireball Electro Spirit Zappies Hunter
Guards Fireball Zappies Hunter Giant Skeleton
Giant Skeleton Zappies Hunter Fisherman
Giant Skeleton Electro Spirit Fireball Zappies
Zappies Guards
Zappies Guards Hunter Giant Skeleton
Fireball Guards Giant Skeleton
Giant Skeleton Fireball Zappies Guards Hunter
Fireball Zappies
Zappies Guards Electro Spirit Fireball Hunter Giant Skeleton Fisherman
Electro Spirit Fireball Zappies Hunter 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 Guards Giant Skeleton
Fireball Fisherman
Fireball Giant Skeleton
Fireball Guards Giant Skeleton
Fireball
Fireball Electro Spirit Hunter
Fireball Hunter
Fireball Fisherman
Fireball Guards Fisherman
Fireball Fisherman
Fireball
Fireball Hunter Fisherman
Fireball Fisherman
Fireball Fisherman
Fireball Hunter
Fireball
Fireball
Fisherman
Fireball Hunter Fisherman
Fireball
Fireball Giant Skeleton
Fireball
Fisherman
Fireball
Electro Spirit Fireball Hunter
Fisherman
Fireball Hunter Fisherman
Fireball Fisherman
Fireball Fisherman
Fireball Hunter
Electro Spirit Fireball Zappies Guards
Fireball
Fireball Hunter
Electro Spirit Fireball Zappies
Giant Skeleton
Fireball
Electro Spirit Fireball Zappies Guards
Fireball Zappies Hunter
Fireball
Fireball Hunter
Fireball
Fireball Giant Skeleton
Electro Spirit Fireball Zappies Guards Giant Skeleton
Fireball Zappies
Fireball Giant Skeleton

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