My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Magic Archer

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.

Balloon Prince Fisherman Magic Archer

Offensive cards

Win conditions

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

Wall Breakers Balloon

Damage spells

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

Zap

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Wall Breakers Balloon Prince

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.

Heal Spirit Wall Breakers Balloon Prince Magic Archer

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.

Balloon Magic Archer

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
Wall Breakers Balloon Prince Fisherman
Giant Snowball
Wall Breakers Balloon Fisherman
Zap
Wall Breakers Balloon Prince Fisherman
Barbarian Barrel
Heal Spirit Wall Breakers Magic Archer
The Log
Heal Spirit Wall Breakers Prince Fisherman
Earthquake
Arrows
Heal Spirit Wall Breakers
Royal Delivery
Heal Spirit Wall Breakers Balloon Prince Fisherman Magic Archer
Fireball
Wall Breakers Balloon Fisherman Magic Archer
Poison
Balloon Fisherman Magic Archer
Lightning
Balloon Prince Fisherman Magic Archer
Rocket
Balloon Prince Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Magic Archer

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.

Heal Spirit Prince

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.

Heal Spirit

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.

Mirror Heal Spirit Zap Wall Breakers Fisherman Magic Archer Balloon Prince

Shortest cycle

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

5 Mirror Heal Spirit Zap Wall Breakers

Attack Synergies 5 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.

Zap
Mirror Balloon Prince Heal Spirit Wall Breakers Fisherman Magic Archer
Heal Spirit
Balloon Prince Zap
Mirror
Zap Wall Breakers Balloon Magic Archer
Wall Breakers
Zap Mirror Balloon
Balloon
Zap Heal Spirit Mirror Wall Breakers Fisherman Magic Archer
Prince
Zap Heal Spirit Magic Archer
Fisherman
Zap Balloon
Magic Archer
Zap Mirror Balloon Prince

Defense Synergies 1 7

Zap
Mirror Prince Fisherman Magic Archer
Heal Spirit
Mirror
Zap Magic Archer
Wall Breakers
Balloon
Prince
Zap Fisherman Magic Archer
Fisherman
Zap Prince Magic Archer
Magic Archer
Zap Mirror Prince 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.

Zap Magic Archer
Zap Prince Fisherman
Prince Fisherman
Prince Fisherman
Prince
Zap Magic Archer
Zap Magic Archer
Zap Magic Archer
Prince Fisherman
Prince Fisherman
Zap Fisherman Magic Archer
Zap Magic Archer
Prince Zap
Zap Prince Magic Archer
Prince
Zap Prince Fisherman
Prince Fisherman
Zap Prince Fisherman Magic Archer
Zap Fisherman Magic Archer
Prince Fisherman
Prince Fisherman

Counters to secondary win conditions

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

Zap Prince Fisherman
Zap Prince Fisherman Magic Archer
Zap Prince Fisherman
Prince Zap Fisherman
Prince Fisherman
Zap Magic Archer
Prince
Prince Fisherman
Zap Prince Magic Archer
Prince
Zap Prince
Prince
Magic Archer
Zap Prince Fisherman Magic Archer
Zap Magic Archer

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.)

Magic Archer
Zap Fisherman Magic Archer
Magic Archer
Prince
Zap Magic Archer
Zap Magic Archer
Magic Archer
Zap Magic Archer
Zap Fisherman
Prince Fisherman
Zap Prince Fisherman Magic Archer
Zap Magic Archer
Fisherman Magic Archer
Fisherman Magic Archer
Zap Prince Fisherman Magic Archer
Zap Magic Archer
Magic Archer
Fisherman
Zap Prince Fisherman Magic Archer
Zap Magic Archer
Prince Magic Archer
Prince Fisherman
Zap
Zap Magic Archer
Fisherman
Zap Fisherman Magic Archer
Zap Prince Fisherman Magic Archer
Zap Fisherman Magic Archer
Zap Magic Archer
Zap
Zap Magic Archer
Zap Magic Archer
Prince
Magic Archer
Zap Prince Magic Archer
Zap Magic Archer
Prince Magic Archer
Zap Magic Archer
Zap
Prince
Zap Magic Archer
Zap Magic Archer
Zap Prince Magic Archer

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