My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Archers

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.

Archers Knight 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.

Fireball 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.

Fireball

Dropped at the bridge

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

Electro Spirit Goblins Knight 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
Archers Fisherman
Giant Snowball
Goblins Archers Fisherman
Zap
Goblins Archers Mortar Fisherman
Barbarian Barrel
Electro Spirit Goblins Archers Knight Mortar
The Log
Electro Spirit Goblins Archers Fisherman
Earthquake
Archers Mortar
Arrows
Electro Spirit Goblins Archers
Royal Delivery
Electro Spirit Goblins Archers Knight Fisherman
Fireball
Archers Mortar Fisherman
Poison
Archers Mortar Fisherman
Lightning
Knight Mortar Fisherman
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Mortar Fireball 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 Knight

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.

Fireball

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.

Goblins Fireball

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 Goblins The Log Archers Knight Fisherman Mortar Fireball

Shortest cycle

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

8 Electro Spirit Goblins The Log Archers

Attack Synergies 2 10

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
Fireball
Goblins
Archers
Archers
Knight Goblins Mortar Fisherman
Knight
Archers Mortar Fireball The Log
Mortar
Knight Archers Fireball The Log
Fireball
Electro Spirit Knight Mortar The Log
The Log
Knight Mortar Fireball Fisherman
Fisherman
Archers The Log

Defense Synergies 2 17

Electro Spirit
The Log Fisherman
Goblins
Archers Knight Mortar The Log Fisherman
Archers
Knight Goblins Mortar The Log Fisherman
Knight
Archers Goblins Mortar Fireball The Log Fisherman
Mortar
Goblins Archers Knight Fireball The Log
Fireball
The Log Knight Mortar
The Log
Fireball Electro Spirit Goblins Archers Knight Mortar Fisherman
Fisherman
Electro Spirit Goblins Archers Knight 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.

Knight Mortar Fireball The Log
Goblins Knight Mortar The Log Fisherman
Mortar Fisherman Goblins Archers Knight
Goblins Knight Mortar Fisherman
Fireball The Log
Fireball The Log Electro Spirit Goblins Archers
Electro Spirit Archers Mortar Fireball
Electro Spirit Fireball The Log
Goblins Mortar Fisherman
Knight Goblins Archers Fisherman
Goblins Archers Electro Spirit Knight Fireball The Log Fisherman
Archers Fireball
Mortar Knight Fireball The Log
Fireball Electro Spirit Goblins Mortar The Log
Knight Mortar
Mortar Fireball The Log Fisherman
Goblins Knight Mortar Fireball Fisherman
Mortar Fireball Electro Spirit Goblins Archers Knight The Log Fisherman
Mortar The Log Electro Spirit Archers Knight Fireball Fisherman
Mortar Fisherman
Electro Spirit Goblins Archers Knight Fireball The Log Fisherman

Counters to secondary win conditions

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

Knight Goblins Archers Fireball Fisherman
Fireball Archers Knight Mortar The Log Fisherman
Goblins Knight The Log Fisherman
Knight Fireball The Log Fisherman
Knight Fisherman
Fireball Electro Spirit Archers
Goblins Archers Knight Fireball
Knight Fisherman
Electro Spirit Goblins Knight Mortar Fireball The Log
Knight
Fireball The Log
Knight Fireball
Archers Fireball
Electro Spirit Goblins Archers Knight Mortar Fireball The Log Fisherman
Electro Spirit Archers Fireball The Log

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.)

Fireball Knight Mortar The Log
Mortar Fireball The Log Fisherman
Fireball The Log
Knight Fireball The Log
Fireball Mortar The Log
Fireball Electro Spirit
Archers Mortar The Log
Fireball The Log
Fireball The Log Mortar Fisherman
Goblins Fireball Fisherman
Knight Mortar Fireball The Log Fisherman
Fireball Archers
Knight Mortar Fireball The Log Fisherman
Mortar Fireball Fisherman
Mortar Fireball The Log Fisherman
Mortar Fireball The Log
Mortar Fireball The Log
Mortar Fireball
Fisherman
Archers Mortar Fireball The Log Fisherman
Mortar Fireball The Log
Fireball The Log
Fireball
The Log Fisherman
Mortar Fireball The Log
The Log Electro Spirit Mortar Fireball
Fisherman
Mortar Fireball The Log Fisherman
Fireball Mortar The Log Fisherman
Fireball Mortar The Log Fisherman
Archers Fireball
Electro Spirit Fireball
Fireball
Mortar Fireball The Log
Electro Spirit Fireball
Fireball The Log
Electro Spirit Archers Fireball
Fireball Archers
The Log Fireball
Fireball Knight
The Log Mortar Fireball
Fireball
Electro Spirit Fireball The Log
Fireball
Mortar Fireball The Log

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