My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
RIP

1 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 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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.

Phoenix

Defensive buildings

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

Mortar

Investments

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

Electro Giant Fisherman Phoenix Mighty Miner

Offensive cards

Win conditions

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

Mortar Electro Giant

Damage spells

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

Arrows

Punishments

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

Mortar

Pump responses

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

Missing

Dropped at the bridge

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

Mortar Barbarians Electro Giant Phoenix Mighty Miner

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.

Mighty Miner

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
Guards Fisherman Phoenix Mighty Miner
Giant Snowball
Barbarians Guards Fisherman Mighty Miner
Zap
Mortar Guards Fisherman Mighty Miner
Barbarian Barrel
Mortar Barbarians Guards
The Log
Barbarians Guards Fisherman
Earthquake
Mortar Barbarians Guards
Arrows
Guards
Royal Delivery
Barbarians Guards Fisherman
Fireball
Mortar Barbarians Fisherman Mighty Miner
Poison
Mortar Barbarians Guards Fisherman Phoenix
Lightning
Mortar Fisherman Phoenix Mighty Miner
Rocket
Mortar Barbarians Phoenix Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Arrows Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Mortar Electro Giant

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.

Arrows Guards Electro Giant Mighty Miner

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.

Barbarians

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.

Arrows Guards Fisherman Mortar Phoenix Mighty Miner Barbarians Electro Giant

Shortest cycle

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

13 Arrows Guards Fisherman Mortar

Attack Synergies 0 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.

Arrows
Mortar Phoenix Mighty Miner
Mortar
Arrows
Barbarians
Guards
Electro Giant
Fisherman
Fisherman
Electro Giant
Phoenix
Arrows
Mighty Miner
Arrows

Defense Synergies 1 5

Arrows
Mortar Barbarians Phoenix
Mortar
Arrows Guards
Barbarians
Arrows
Guards
Fisherman Mortar
Electro Giant
Fisherman
Fisherman
Guards Electro Giant
Phoenix
Arrows
Mighty Miner

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.

Mortar
Barbarians Mortar Fisherman Phoenix
Mortar Barbarians Fisherman
Barbarians Mortar Guards Fisherman Phoenix
Arrows Barbarians
Arrows Guards
Arrows Mortar Phoenix
Arrows Barbarians Electro Giant Phoenix
Barbarians Mighty Miner Mortar Fisherman Phoenix
Guards Barbarians Fisherman Phoenix
Barbarians Guards Arrows Electro Giant Fisherman
Arrows Phoenix
Mortar Barbarians Guards
Arrows Mortar Barbarians Guards
Barbarians Mortar Phoenix
Barbarians Mortar Electro Giant Fisherman
Barbarians Arrows Mortar Fisherman
Arrows Mortar Barbarians Guards Fisherman
Arrows Mortar Barbarians Guards Fisherman
Barbarians Mortar Fisherman Phoenix
Arrows Barbarians Guards Electro Giant Fisherman

Counters to secondary win conditions

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

Barbarians Guards Electro Giant Fisherman
Arrows Mortar Fisherman Phoenix
Barbarians Guards Fisherman
Guards Barbarians Fisherman Phoenix
Barbarians Guards Fisherman Phoenix Mighty Miner
Arrows Electro Giant
Guards Barbarians Phoenix
Mighty Miner Barbarians Fisherman Phoenix
Mortar Barbarians Phoenix
Barbarians Guards Phoenix
Barbarians Guards Phoenix
Arrows Barbarians Guards Electro Giant Phoenix
Barbarians Guards
Barbarians Electro Giant
Barbarians Guards Electro Giant Phoenix Mortar Fisherman Mighty Miner
Arrows Barbarians Electro Giant Phoenix Mighty Miner

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.)

Arrows Mortar Guards
Arrows Mortar Fisherman
Arrows
Arrows Barbarians Guards
Arrows Mortar
Arrows Electro Giant
Arrows Mortar
Arrows
Arrows Mortar Fisherman
Guards Fisherman
Arrows Mortar Fisherman
Arrows
Mortar Fisherman
Arrows Mortar Fisherman
Arrows Mortar Fisherman
Arrows Mortar
Arrows Mortar
Arrows Mortar
Fisherman
Arrows Mortar Fisherman
Arrows Mortar Electro Giant
Arrows
Fisherman
Arrows Mortar Barbarians
Arrows Electro Giant Mortar
Fisherman
Arrows Mortar Fisherman
Arrows Mortar Fisherman
Arrows Mortar Fisherman
Arrows Electro Giant
Guards Electro Giant
Arrows Mortar
Arrows
Mighty Miner
Arrows
Barbarians Guards
Arrows
Arrows
Arrows Mortar
Arrows Electro Giant
Electro Giant Guards
Mortar Electro Giant

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