My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Executioner

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.

Skeletons Royal Giant Bowler Executioner Royal Ghost Fisherman

Offensive cards

Win conditions

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

Royal Giant Miner

Damage spells

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

Poison

Punishments

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

Royal Giant Miner Royal Ghost

Pump responses

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

Poison Miner

Dropped at the bridge

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

Royal Giant Royal Ghost

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.

Miner Royal Ghost

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
Skeletons Royal Giant Miner Fisherman
Giant Snowball
Skeletons Miner Fisherman
Zap
Skeletons Royal Giant Fisherman
Barbarian Barrel
Skeletons Executioner Royal Ghost
The Log
Skeletons Royal Giant Fisherman
Earthquake
Skeletons
Arrows
Skeletons
Royal Delivery
Skeletons Bowler Executioner Miner Royal Ghost Fisherman
Fireball
Bowler Executioner Fisherman
Poison
Executioner Fisherman
Lightning
Bowler Executioner Fisherman
Rocket
Bowler Executioner

Against air swarms

Spells and units that can counter air swarms.

Poison Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Poison Bowler Executioner Royal Ghost

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.

Poison Bowler Executioner Miner Royal Ghost

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

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.

Skeletons Miner Royal Ghost Fisherman Poison Bowler Executioner Royal Giant

Shortest cycle

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

10 Skeletons Miner Royal Ghost Fisherman

Attack Synergies 4 11

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.

Skeletons
Royal Giant
Poison Miner Fisherman Bowler Executioner Royal Ghost
Poison
Royal Giant Miner Bowler Royal Ghost
Bowler
Royal Giant Poison Executioner Miner Fisherman
Executioner
Royal Giant Bowler Miner
Miner
Royal Giant Poison Bowler Executioner Royal Ghost
Royal Ghost
Royal Giant Poison Miner Fisherman
Fisherman
Royal Giant Bowler Royal Ghost

Defense Synergies 1 4

Skeletons
Fisherman Poison Bowler Executioner Royal Ghost
Royal Giant
Poison
Skeletons
Bowler
Skeletons
Executioner
Skeletons
Miner
Royal Ghost
Skeletons
Fisherman
Skeletons

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.

Bowler Executioner
Skeletons Executioner Fisherman
Bowler Fisherman Skeletons Executioner
Skeletons Bowler Fisherman
Poison Bowler
Bowler Skeletons Executioner Royal Ghost
Poison Executioner
Bowler Poison
Skeletons Fisherman
Skeletons Bowler Miner Royal Ghost Fisherman
Poison Executioner Skeletons Bowler Royal Ghost Fisherman
Executioner Poison
Bowler Skeletons
Bowler Executioner Poison Royal Ghost
Bowler Fisherman
Skeletons Poison Bowler Executioner Fisherman
Bowler Executioner Royal Ghost Fisherman
Poison Executioner Bowler Royal Ghost Fisherman
Fisherman
Bowler Royal Ghost Poison Executioner Fisherman

Counters to secondary win conditions

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

Skeletons Bowler Royal Ghost Fisherman
Poison Bowler Executioner Miner Royal Ghost Fisherman
Skeletons Bowler Fisherman
Bowler Fisherman
Skeletons Bowler Executioner Fisherman
Poison Executioner Skeletons
Skeletons Bowler
Fisherman
Skeletons Poison
Skeletons
Bowler
Poison Bowler
Bowler Skeletons Executioner
Bowler Executioner
Skeletons Poison Bowler Executioner Fisherman
Poison Bowler Executioner Royal Ghost

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.)

Poison Royal Ghost
Poison Bowler Executioner Miner Royal Ghost Fisherman
Poison Miner
Poison
Poison Executioner Bowler
Poison Executioner
Poison Bowler Executioner
Poison Bowler Executioner
Poison Miner Fisherman
Poison Bowler Fisherman
Poison Miner Bowler Fisherman
Poison Executioner
Poison Bowler Executioner Miner Fisherman
Poison Fisherman
Poison Fisherman
Poison Bowler Executioner
Poison Bowler Executioner
Poison
Fisherman
Poison Bowler Executioner Fisherman
Poison Bowler Miner
Poison Bowler
Poison
Bowler Fisherman
Poison
Poison Bowler Executioner
Fisherman
Poison Miner Bowler Executioner Royal Ghost Fisherman
Poison Bowler Miner Fisherman
Poison Miner Fisherman
Poison Executioner
Poison
Bowler
Poison Miner
Poison
Poison Bowler
Poison Executioner
Poison Miner Bowler Executioner
Poison Bowler Executioner
Poison
Executioner
Poison Bowler
Poison Executioner
Poison Bowler Executioner Miner Royal Ghost

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