My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
RIP

1 problems 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Firecracker Electro Wizard

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 Electro Wizard 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.

Fireball 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.

Fireball

Dropped at the bridge

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

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.

Firecracker Electro Wizard 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
Firecracker Guards Electro Wizard
The Log
Firecracker Royal Giant Guards Fisherman
Earthquake
Firecracker Guards
Arrows
Firecracker Guards
Royal Delivery
Firecracker Guards Fisherman Electro Wizard
Fireball
Firecracker Fisherman Electro Wizard
Poison
Firecracker Guards Fisherman Electro Wizard
Lightning
Fisherman Electro Wizard Monk
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker 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.

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 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.

Fireball Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

The Log Firecracker Guards Fisherman Fireball Electro Wizard Monk Royal Giant

Shortest cycle

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

11 The Log Firecracker Guards Fisherman

Attack Synergies 3 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.

Firecracker
Royal Giant Fisherman Monk
Royal Giant
Firecracker Fireball Fisherman Guards The Log Electro Wizard Monk
Fireball
Royal Giant The Log Electro Wizard
Guards
Royal Giant The Log
The Log
Royal Giant Fireball Guards Fisherman
Fisherman
Royal Giant Firecracker The Log
Electro Wizard
Royal Giant Fireball
Monk
Firecracker Royal Giant

Defense Synergies 3 9

Firecracker
The Log Guards Fisherman Electro Wizard
Royal Giant
Fireball
The Log Electro Wizard
Guards
Fisherman Firecracker The Log Electro Wizard
The Log
Firecracker Fireball Guards Fisherman Electro Wizard
Fisherman
Guards Firecracker The Log Monk
Electro Wizard
Firecracker Fireball Guards The Log
Monk
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 Fireball The Log Electro Wizard
Firecracker The Log Fisherman Electro Wizard Monk
Fisherman Electro Wizard
Firecracker Guards Fisherman Electro Wizard Monk
Firecracker Fireball The Log Monk
Fireball The Log Firecracker Guards Electro Wizard
Electro Wizard Firecracker Fireball
Fireball The Log Electro Wizard Monk
Fisherman
Guards Firecracker Fisherman Electro Wizard
Guards Electro Wizard Firecracker Fireball The Log Fisherman
Firecracker Fireball Electro Wizard
Fireball Guards The Log Electro Wizard
Fireball Firecracker Guards The Log Electro Wizard
Electro Wizard
Monk Fireball The Log Fisherman Electro Wizard
Firecracker Fireball Fisherman Electro Wizard
Fireball Firecracker Guards The Log Fisherman Electro Wizard
The Log Firecracker Fireball Guards Fisherman Electro Wizard
Fisherman Electro Wizard
Firecracker Fireball Guards The Log Fisherman Electro Wizard

Counters to secondary win conditions

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

Guards Fireball Fisherman Electro Wizard
Fireball Electro Wizard Firecracker The Log Fisherman Monk
Guards The Log Fisherman Electro Wizard
Guards Fireball The Log Fisherman Electro Wizard Monk
Guards Fisherman
Firecracker Fireball Electro Wizard Monk
Guards Fireball Electro Wizard
Fisherman
Electro Wizard Firecracker Fireball The Log Monk
Guards
Guards
Monk Fireball Guards The Log Electro Wizard
Fireball Guards
Firecracker Fireball
Guards Electro Wizard Firecracker Fireball The Log Fisherman Monk
Firecracker Fireball The Log Electro Wizard
Fireball Electro Wizard
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.)

Fireball Firecracker Guards The Log Monk
Firecracker Fireball Monk The Log Fisherman Electro Wizard
Fireball The Log
Firecracker Fireball Guards The Log
Fireball Firecracker The Log
Firecracker Fireball Monk
Firecracker The Log
Fireball The Log Firecracker
Fireball The Log Monk Firecracker Fisherman
Fireball Guards Fisherman Electro Wizard
Firecracker Monk Fireball The Log Fisherman Electro Wizard
Fireball Monk Firecracker
Firecracker Fireball The Log Fisherman
Firecracker Fireball Fisherman Monk
Firecracker Fireball The Log Fisherman
Firecracker Fireball The Log
Firecracker Fireball The Log
Monk Fireball
Fisherman
Firecracker Fireball The Log Fisherman Electro Wizard Monk
Firecracker Fireball The Log Monk
Fireball The Log Monk
Fireball
The Log Fisherman Monk
Fireball The Log Monk
Firecracker The Log Fireball
Fisherman
Firecracker Fireball The Log Fisherman Electro Wizard Monk
Fireball The Log Fisherman Monk
Fireball Firecracker The Log Fisherman
Firecracker Fireball Electro Wizard
Electro Wizard Firecracker Fireball Guards
Fireball
Fireball The Log
Firecracker Fireball Electro Wizard Monk
Firecracker Fireball The Log Monk
Electro Wizard Fireball Guards
Fireball Firecracker Electro Wizard Monk
The Log Fireball
Fireball Firecracker Electro Wizard
The Log Firecracker Fireball
Monk Fireball
Firecracker
Firecracker Fireball Guards The Log Electro Wizard
Firecracker Fireball Electro Wizard
Firecracker Fireball The Log Electro Wizard Monk
Fireball Firecracker Monk
Fisherman

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