My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Good
Synergy
RIP
Versatility
RIP
F2P score
Mediocre

3 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Ice Golem

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.

Bomber Ice Golem Fisherman

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Rage The Log

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.

Fire Spirit Ice Golem

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
Bomber Fisherman
Giant Snowball
Fire Spirit Bomber Fisherman
Zap
Fire Spirit Bomber Fisherman
Barbarian Barrel
Fire Spirit Bomber
The Log
Fire Spirit Bomber Fisherman
Earthquake
Bomber
Arrows
Fire Spirit Bomber
Royal Delivery
Fire Spirit Bomber Fisherman
Fireball
Bomber Fisherman
Poison
Bomber Fisherman
Lightning
Ice Golem Fisherman
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Ice Golem 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.

Fire Spirit Ice Golem Rage

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 Golem

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Fire Spirit Bomber Zap Ice Golem Rage The Log Fisherman

Shortest cycle

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

5 Mirror Fire Spirit Bomber Zap

Attack Synergies 2 9

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.

Fire Spirit
Zap Ice Golem Fisherman
Bomber
Zap Ice Golem
Zap
Mirror Fire Spirit Bomber Ice Golem The Log Fisherman
Ice Golem
Fire Spirit Bomber Zap
Mirror
Zap The Log
Rage
The Log
Mirror Zap Fisherman
Fisherman
Fire Spirit Zap The Log

Defense Synergies 2 13

Fire Spirit
Zap Ice Golem The Log
Bomber
Ice Golem Zap The Log Fisherman
Zap
Mirror Fire Spirit Bomber Ice Golem The Log Fisherman
Ice Golem
Bomber Fire Spirit Zap The Log Fisherman
Mirror
Zap The Log
Rage
The Log
Fire Spirit Bomber Zap Ice Golem Mirror Fisherman
Fisherman
Bomber Zap Ice Golem 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.

Bomber Zap Ice Golem The Log
Bomber Zap The Log Fisherman
Fisherman Fire Spirit Bomber
Bomber Fisherman
Bomber The Log
The Log Fire Spirit Bomber Zap
Fire Spirit Zap
Zap Ice Golem The Log
Fisherman
Fire Spirit Bomber Ice Golem Fisherman
Bomber Zap Ice Golem The Log Fisherman
Zap
Fire Spirit Bomber Zap The Log
Fire Spirit Bomber Zap The Log
Zap The Log Fisherman
Bomber Fisherman
Fire Spirit Bomber Zap The Log Fisherman
Zap The Log Fire Spirit Bomber Ice Golem Fisherman
Fisherman
Bomber Fire Spirit The Log Fisherman

Counters to secondary win conditions

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

Zap Ice Golem Fisherman
Bomber Zap Ice Golem The Log Fisherman
Zap Ice Golem The Log Fisherman
Zap Ice Golem The Log Fisherman
Fisherman
Fire Spirit Zap Ice Golem
Ice Golem
Fisherman
Zap Ice Golem The Log
Zap The Log
Ice Golem
Bomber
Bomber Zap Ice Golem The Log Fisherman
Bomber Zap Ice Golem 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.)

Ice Golem The Log
Zap The Log Fisherman
The Log
Ice Golem The Log
Bomber Fire Spirit Zap The Log
Fire Spirit Zap Ice Golem
Fire Spirit Bomber The Log
The Log Fire Spirit Zap Ice Golem
The Log Zap Fisherman
Fire Spirit Fisherman
Zap The Log Fisherman
Fire Spirit Zap
Fire Spirit Ice Golem The Log Fisherman
Fisherman
Zap Ice Golem The Log Fisherman
Bomber Zap The Log
The Log
Bomber Fisherman
Fire Spirit Bomber Zap The Log Fisherman
Fire Spirit Bomber Zap The Log
The Log
The Log Fisherman
Zap The Log
Zap Ice Golem The Log Fire Spirit Bomber
Fisherman
The Log Zap Fisherman
Zap The Log Fisherman
Zap The Log Fisherman
Fire Spirit Zap Ice Golem
Zap
Bomber Zap The Log
Zap
The Log
Zap Fire Spirit
Fire Spirit Zap
The Log
The Log Bomber Zap Ice Golem
Zap
Zap The Log
Zap
Zap The Log

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