My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Good
Synergy
Mediocre
Versatility
Good
F2P score
RIP

1 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 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!

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.

Royal Giant Royal Ghost Fisherman Phoenix

Offensive cards

Win conditions

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

Royal Giant Wall Breakers

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 Wall Breakers Royal Ghost

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 Wall Breakers Royal Ghost 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 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
Royal Giant Wall Breakers Fisherman Phoenix
Giant Snowball
Wall Breakers Fisherman
Zap
Royal Giant Wall Breakers Fisherman
Barbarian Barrel
Electro Spirit Wall Breakers Royal Ghost
The Log
Electro Spirit Royal Giant Wall Breakers Fisherman
Earthquake
Arrows
Electro Spirit Wall Breakers
Royal Delivery
Electro Spirit Wall Breakers Royal Ghost Fisherman
Fireball
Wall Breakers Fisherman
Poison
Fisherman Phoenix
Lightning
Fisherman Phoenix
Rocket
Phoenix

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows The Log 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.

Electro Spirit Arrows 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.

Electro Spirit Wall Breakers The Log Arrows Royal Ghost Fisherman Phoenix Royal Giant

Shortest cycle

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

8 Electro Spirit Wall Breakers The Log Arrows

Attack Synergies 2 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.

Electro Spirit
Royal Giant Wall Breakers Phoenix
Arrows
Royal Giant Wall Breakers Phoenix
Royal Giant
Arrows Fisherman Electro Spirit The Log Royal Ghost
Wall Breakers
Electro Spirit Arrows The Log Royal Ghost
The Log
Royal Giant Wall Breakers Fisherman
Royal Ghost
Royal Giant Wall Breakers Fisherman
Fisherman
Royal Giant The Log Royal Ghost
Phoenix
Electro Spirit Arrows

Defense Synergies 0 6

Electro Spirit
The Log Fisherman Phoenix
Arrows
Phoenix
Royal Giant
Wall Breakers
The Log
Electro Spirit Royal Ghost Fisherman
Royal Ghost
The Log
Fisherman
Electro Spirit The Log
Phoenix
Electro Spirit Arrows

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.

The Log
The Log Fisherman Phoenix
Fisherman
Fisherman Phoenix
Arrows The Log
Arrows The Log Electro Spirit Royal Ghost
Electro Spirit Arrows Phoenix
Electro Spirit Arrows The Log Phoenix
Fisherman Phoenix
Royal Ghost Fisherman Phoenix
Electro Spirit Arrows The Log Royal Ghost Fisherman
Arrows Phoenix
The Log
Electro Spirit Arrows The Log Royal Ghost
Phoenix
The Log Fisherman
Arrows Fisherman
Arrows Electro Spirit The Log Royal Ghost Fisherman
Arrows The Log Electro Spirit Royal Ghost Fisherman
Fisherman Phoenix
Royal Ghost Electro Spirit Arrows The Log Fisherman

Counters to secondary win conditions

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

Royal Ghost Fisherman
Arrows The Log Royal Ghost Fisherman Phoenix
The Log Fisherman
The Log Fisherman Phoenix
Fisherman Phoenix
Arrows Electro Spirit
Phoenix
Fisherman Phoenix
Electro Spirit The Log Phoenix
Phoenix
Phoenix
Arrows The Log Phoenix
Phoenix Electro Spirit The Log Fisherman
Arrows Electro Spirit The Log Royal Ghost Phoenix

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 The Log Royal Ghost
Arrows The Log Royal Ghost Fisherman
Arrows The Log
Arrows The Log
Arrows The Log
Arrows Electro Spirit
Arrows The Log
Arrows The Log
Arrows The Log Fisherman
Fisherman
Arrows The Log Fisherman
Arrows
The Log Fisherman
Arrows Fisherman
Arrows The Log Fisherman
Arrows The Log
Arrows The Log
Arrows
Fisherman
Arrows The Log Fisherman
Arrows The Log
The Log
Arrows
The Log Fisherman
Arrows The Log
Arrows The Log Electro Spirit
Fisherman
Arrows The Log Royal Ghost Fisherman
Arrows The Log Fisherman
Arrows The Log Fisherman
Arrows
Electro Spirit
Arrows The Log
Electro Spirit Arrows
Arrows The Log
Electro Spirit
Arrows
Arrows The Log
Arrows The Log
Arrows
Electro Spirit The Log
The Log Royal Ghost

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