My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Fire Spirit Spear Goblins Wizard

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.

Ice Spirit Spear Goblins Wizard Fisherman

Offensive cards

Win conditions

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

Mortar

Damage spells

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

The Log

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.

Electro Spirit Fire Spirit Ice Spirit Spear Goblins Mortar

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

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
Spear Goblins Fisherman
Giant Snowball
Fire Spirit Spear Goblins Fisherman
Zap
Fire Spirit Spear Goblins Mortar Fisherman
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Spear Goblins Mortar Wizard
The Log
Electro Spirit Fire Spirit Ice Spirit Spear Goblins Fisherman
Earthquake
Spear Goblins Mortar
Arrows
Electro Spirit Fire Spirit Ice Spirit Spear Goblins
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Spear Goblins Wizard Fisherman
Fireball
Mortar Wizard Fisherman
Poison
Spear Goblins Mortar Wizard Fisherman
Lightning
Mortar Wizard Fisherman
Rocket
Mortar Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Mortar Wizard The Log

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 Fire Spirit Ice Spirit Spear Goblins

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.

Fire Spirit Ice Spirit Wizard

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 Fire Spirit Ice Spirit Spear Goblins The Log Fisherman Mortar Wizard

Shortest cycle

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

5 Electro Spirit Fire Spirit Ice Spirit Spear Goblins

Attack Synergies 0 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
Fire Spirit
Mortar Fisherman
Ice Spirit
Spear Goblins Mortar Fisherman
Spear Goblins
Ice Spirit Mortar
Mortar
Fire Spirit Ice Spirit Spear Goblins The Log
Wizard
The Log
Mortar Fisherman
Fisherman
Fire Spirit Ice Spirit The Log

Defense Synergies 0 16

Electro Spirit
The Log Fisherman
Fire Spirit
Ice Spirit Spear Goblins The Log
Ice Spirit
Fire Spirit Spear Goblins Mortar Wizard The Log Fisherman
Spear Goblins
Fire Spirit Ice Spirit Mortar The Log
Mortar
Ice Spirit Spear Goblins Wizard The Log
Wizard
Ice Spirit Mortar The Log
The Log
Electro Spirit Fire Spirit Ice Spirit Spear Goblins Mortar Wizard Fisherman
Fisherman
Electro Spirit Ice Spirit The Log

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.

Spear Goblins Mortar Wizard The Log
Ice Spirit Mortar The Log Fisherman
Mortar Fisherman Fire Spirit
Mortar Fisherman
The Log
The Log Electro Spirit Fire Spirit Spear Goblins
Electro Spirit Fire Spirit Ice Spirit Spear Goblins Mortar Wizard
Electro Spirit The Log
Mortar Fisherman
Fire Spirit Ice Spirit Spear Goblins Fisherman
Electro Spirit Spear Goblins Wizard The Log Fisherman
Spear Goblins Wizard
Mortar Fire Spirit Ice Spirit Wizard The Log
Fire Spirit Wizard Electro Spirit Ice Spirit Mortar The Log
Mortar
Ice Spirit Mortar The Log Fisherman
Wizard Mortar Fisherman
Fire Spirit Ice Spirit Mortar Electro Spirit Spear Goblins Wizard The Log Fisherman
Mortar Wizard The Log Electro Spirit Fire Spirit Ice Spirit Spear Goblins Fisherman
Mortar Fisherman
Wizard Electro Spirit Fire Spirit Spear Goblins The Log Fisherman

Counters to secondary win conditions

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

Spear Goblins Fisherman
Mortar Wizard The Log Fisherman
Ice Spirit Spear Goblins The Log Fisherman
The Log Fisherman
Fisherman
Fire Spirit Wizard Electro Spirit Ice Spirit
Spear Goblins
Fisherman
Electro Spirit Ice Spirit Spear Goblins Mortar The Log
The Log
Wizard
Wizard
Electro Spirit Ice Spirit Spear Goblins Mortar The Log Fisherman
Electro Spirit Wizard The Log
Mortar

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.)

Mortar The Log
Mortar The Log Fisherman
The Log
The Log
Wizard Fire Spirit Mortar The Log
Wizard Electro Spirit Fire Spirit Ice Spirit Spear Goblins
Fire Spirit Mortar Wizard The Log
The Log Fire Spirit Ice Spirit Wizard
The Log Mortar Wizard Fisherman
Fire Spirit Fisherman
Mortar Wizard The Log Fisherman
Fire Spirit Wizard
Fire Spirit Mortar The Log Fisherman
Mortar Fisherman
Mortar The Log Fisherman
Spear Goblins Mortar Wizard The Log
Mortar Wizard The Log
Mortar
Fisherman
Fire Spirit Mortar Wizard The Log Fisherman
Fire Spirit Mortar Wizard The Log
The Log
Wizard
The Log Fisherman
Mortar The Log
The Log Electro Spirit Fire Spirit Ice Spirit Mortar Wizard
Fisherman
Mortar The Log Wizard Fisherman
Mortar Wizard The Log Fisherman
Mortar The Log Fisherman
Fire Spirit Wizard
Electro Spirit Ice Spirit Wizard
Mortar Wizard The Log
Electro Spirit Ice Spirit
Wizard The Log
Electro Spirit Fire Spirit Ice Spirit Spear Goblins
Fire Spirit Wizard
The Log
Wizard
The Log Mortar Wizard
Electro Spirit Ice Spirit The Log
Mortar The Log

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