My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker

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.

Firecracker Royal Giant Fisherman Monk

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.

Arrows The Log

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.

Missing

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

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 Firecracker Monk

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 Fisherman
Giant Snowball
Guards Fisherman
Zap
Firecracker Royal Giant Guards Fisherman
Barbarian Barrel
Electro Spirit Firecracker Guards
The Log
Electro Spirit Firecracker Royal Giant Guards Fisherman
Earthquake
Firecracker Guards
Arrows
Electro Spirit Firecracker Guards
Royal Delivery
Electro Spirit Firecracker Guards Fisherman
Fireball
Firecracker Fisherman
Poison
Firecracker Guards Fisherman
Lightning
Fisherman Monk
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Firecracker The Log

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 Arrows Guards

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit The Log Arrows Firecracker Guards Fisherman Monk Royal Giant

Shortest cycle

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

9 Electro Spirit The Log Arrows Firecracker

Attack Synergies 3 8

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
Arrows
Royal Giant
Firecracker
Royal Giant Fisherman Monk
Royal Giant
Arrows Firecracker Fisherman Electro Spirit Guards The Log Monk
Guards
Royal Giant The Log
The Log
Royal Giant Guards Fisherman
Fisherman
Royal Giant Firecracker The Log
Monk
Firecracker Royal Giant

Defense Synergies 2 8

Electro Spirit
The Log Fisherman
Arrows
Monk
Firecracker
The Log Guards Fisherman
Royal Giant
Guards
Fisherman Firecracker The Log
The Log
Firecracker Electro Spirit Guards Fisherman
Fisherman
Guards Electro Spirit Firecracker The Log Monk
Monk
Arrows Fisherman

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.

Firecracker The Log
Firecracker The Log Fisherman Monk
Fisherman
Firecracker Guards Fisherman Monk
Arrows Firecracker The Log Monk
Arrows The Log Electro Spirit Firecracker Guards
Electro Spirit Arrows Firecracker
Electro Spirit Arrows The Log Monk
Fisherman
Guards Firecracker Fisherman
Guards Electro Spirit Arrows Firecracker The Log Fisherman
Arrows Firecracker
Guards The Log
Electro Spirit Arrows Firecracker Guards The Log
Monk The Log Fisherman
Arrows Firecracker Fisherman
Arrows Electro Spirit Firecracker Guards The Log Fisherman
Arrows The Log Electro Spirit Firecracker Guards Fisherman
Fisherman
Electro Spirit Arrows Firecracker Guards The Log Fisherman

Counters to secondary win conditions

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

Guards Fisherman
Arrows Firecracker The Log Fisherman Monk
Guards The Log Fisherman
Guards The Log Fisherman Monk
Guards Fisherman
Arrows Firecracker Electro Spirit Monk
Guards
Fisherman
Electro Spirit Firecracker The Log Monk
Guards
Guards
Monk Arrows Guards The Log
Guards
Firecracker
Guards Electro Spirit Firecracker The Log Fisherman Monk
Arrows Electro Spirit Firecracker The Log
Electro Spirit Arrows
Fisherman
Guards Fisherman

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 Firecracker Guards The Log Monk
Arrows Firecracker Monk The Log Fisherman
Arrows The Log
Arrows Firecracker Guards The Log
Arrows Firecracker The Log
Arrows Firecracker Electro Spirit Monk
Arrows Firecracker The Log
Arrows The Log Firecracker
Arrows The Log Monk Firecracker Fisherman
Guards Fisherman
Firecracker Monk Arrows The Log Fisherman
Monk Arrows Firecracker
Firecracker The Log Fisherman
Arrows Firecracker Fisherman Monk
Arrows Firecracker The Log Fisherman
Arrows Firecracker The Log
Arrows Firecracker The Log
Monk Arrows
Fisherman
Arrows Firecracker The Log Fisherman Monk
Arrows Firecracker The Log Monk
The Log Monk
Arrows
The Log Fisherman Monk
Arrows The Log Monk
Arrows Firecracker The Log Electro Spirit
Fisherman
Arrows Firecracker The Log Fisherman Monk
Arrows The Log Fisherman Monk
Arrows Firecracker The Log Fisherman
Arrows Firecracker
Electro Spirit Firecracker Guards
Arrows The Log
Electro Spirit Arrows Firecracker Monk
Arrows Firecracker The Log Monk
Electro Spirit Guards
Arrows Firecracker Monk
Arrows The Log
Firecracker
Arrows The Log Firecracker
Monk Arrows
Firecracker
Electro Spirit Firecracker Guards The Log
Firecracker
Firecracker The Log Monk
Firecracker Monk
Fisherman

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: