My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

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.

Ice Spirit Royal Giant Dark Prince 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.

Zap Fireball

Punishments

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

Royal Giant Dark Prince

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 Ice Spirit Royal Giant Dark Prince 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 Dark Prince

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 Dark Prince Fisherman Phoenix
Giant Snowball
Fisherman
Zap
Royal Giant Dark Prince Fisherman
Barbarian Barrel
Electro Spirit Ice Spirit Dark Prince
The Log
Electro Spirit Ice Spirit Royal Giant Dark Prince Fisherman
Earthquake
Arrows
Electro Spirit Ice Spirit
Royal Delivery
Electro Spirit Ice Spirit Dark Prince Fisherman
Fireball
Fisherman
Poison
Fisherman Phoenix
Lightning
Dark Prince Fisherman Phoenix
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Zap Fireball 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.

Electro Spirit Ice Spirit Dark Prince

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.

Ice Spirit 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 Ice Spirit Zap Fisherman Fireball Dark Prince Phoenix Royal Giant

Shortest cycle

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

7 Electro Spirit Ice Spirit Zap Fisherman

Attack Synergies 5 15

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
Zap Royal Giant Fireball Phoenix
Ice Spirit
Zap Royal Giant Royal Giant Dark Prince Fisherman Phoenix
Zap
Ice Spirit Fireball Electro Spirit Royal Giant Dark Prince Fisherman Phoenix
Royal Giant
Ice Spirit Fireball Fisherman Electro Spirit Ice Spirit Zap Dark Prince
Fireball
Zap Royal Giant Electro Spirit Dark Prince
Dark Prince
Ice Spirit Zap Royal Giant Fireball Fisherman
Fisherman
Royal Giant Ice Spirit Zap Dark Prince
Phoenix
Electro Spirit Ice Spirit Zap

Defense Synergies 2 12

Electro Spirit
Zap Dark Prince Fisherman Phoenix
Ice Spirit
Zap Fireball Dark Prince Fisherman Phoenix
Zap
Ice Spirit Fireball Electro Spirit Dark Prince Fisherman Phoenix
Royal Giant
Fireball
Zap Ice Spirit Dark Prince
Dark Prince
Electro Spirit Ice Spirit Zap Fireball
Fisherman
Electro Spirit Ice Spirit Zap
Phoenix
Electro Spirit Ice Spirit Zap

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.

Zap Fireball
Ice Spirit Zap Dark Prince Fisherman Phoenix
Fisherman Dark Prince
Dark Prince Fisherman Phoenix
Fireball Dark Prince
Fireball Electro Spirit Zap Dark Prince
Electro Spirit Ice Spirit Zap Fireball Phoenix
Electro Spirit Zap Fireball Phoenix
Fisherman Phoenix
Ice Spirit Dark Prince Fisherman Phoenix
Electro Spirit Zap Fireball Dark Prince Fisherman
Zap Fireball Phoenix
Ice Spirit Zap Fireball Dark Prince
Fireball Electro Spirit Ice Spirit Zap Dark Prince
Phoenix
Ice Spirit Zap Fireball Fisherman
Fireball Dark Prince Fisherman
Ice Spirit Fireball Electro Spirit Zap Dark Prince Fisherman
Zap Electro Spirit Ice Spirit Fireball Dark Prince Fisherman
Fisherman Phoenix
Dark Prince Electro Spirit Fireball Fisherman

Counters to secondary win conditions

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

Zap Fireball Dark Prince Fisherman
Fireball Zap Fisherman Phoenix
Ice Spirit Zap Dark Prince Fisherman
Dark Prince Zap Fireball Fisherman Phoenix
Dark Prince Fisherman Phoenix
Fireball Electro Spirit Ice Spirit Zap
Dark Prince Fireball Phoenix
Dark Prince Fisherman Phoenix
Zap Electro Spirit Ice Spirit Fireball Dark Prince Phoenix
Phoenix
Dark Prince Phoenix
Zap Fireball Dark Prince Phoenix
Dark Prince Fireball
Fireball
Phoenix Electro Spirit Ice Spirit Zap Fireball Dark Prince Fisherman
Electro Spirit Zap Fireball Dark Prince Phoenix
Fireball

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 Zap Fisherman
Fireball
Fireball Dark Prince
Fireball Zap Dark Prince
Fireball Electro Spirit Ice Spirit Zap
Fireball Ice Spirit Zap
Fireball Zap Fisherman
Fireball Fisherman
Zap Fireball Dark Prince Fisherman
Fireball Zap
Fireball Fisherman
Fireball Fisherman
Zap Fireball Fisherman
Zap Fireball
Fireball
Fireball
Fisherman
Zap Fireball Dark Prince Fisherman
Zap Fireball
Fireball
Fireball
Fisherman
Zap Fireball
Zap Electro Spirit Ice Spirit Fireball Dark Prince
Fisherman
Fireball Zap Fisherman
Fireball Zap Fisherman
Fireball Zap Fisherman
Zap Fireball
Zap Electro Spirit Ice Spirit Fireball
Fireball
Zap Fireball
Zap Electro Spirit Ice Spirit Fireball
Fireball
Zap Electro Spirit Ice Spirit Fireball Dark Prince
Fireball Zap
Fireball
Fireball Dark Prince
Zap Fireball
Zap Fireball
Dark Prince
Zap Electro Spirit Ice Spirit Fireball
Zap Fireball
Zap Fireball Dark Prince

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