My Best Clash Royale Deck

Deck Check Rating

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

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Archers 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.

Archers Royal Giant Giant Skeleton Fisherman Electro Wizard

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.

Arrows Rage

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.

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 Royal Giant Giant Skeleton

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 Giant Skeleton Electro Wizard

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 Royal Giant Giant Skeleton Fisherman
Giant Snowball
Archers Fisherman
Zap
Archers Royal Giant Fisherman
Barbarian Barrel
Electro Spirit Archers Giant Skeleton Electro Wizard
The Log
Electro Spirit Archers Royal Giant Giant Skeleton Fisherman
Earthquake
Archers
Arrows
Electro Spirit Archers
Royal Delivery
Electro Spirit Archers Giant Skeleton Fisherman Electro Wizard
Fireball
Archers Fisherman Electro Wizard
Poison
Archers Fisherman Electro Wizard
Lightning
Fisherman Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows

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 Arrows Rage Giant Skeleton

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

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Rage Archers Arrows Fisherman Electro Wizard Royal Giant Giant Skeleton

Shortest cycle

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

9 Electro Spirit Rage Archers Arrows

Attack Synergies 2 13

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
Royal Giant Giant Skeleton
Archers
Arrows Royal Giant Giant Skeleton Fisherman
Arrows
Royal Giant Archers Giant Skeleton
Royal Giant
Arrows Fisherman Electro Spirit Archers Giant Skeleton Electro Wizard
Rage
Giant Skeleton Electro Wizard
Giant Skeleton
Electro Spirit Archers Arrows Royal Giant Rage Fisherman Electro Wizard
Fisherman
Royal Giant Archers Giant Skeleton
Electro Wizard
Royal Giant Rage Giant Skeleton

Defense Synergies 0 7

Electro Spirit
Fisherman Electro Wizard
Archers
Giant Skeleton Fisherman Electro Wizard
Arrows
Giant Skeleton
Royal Giant
Rage
Giant Skeleton
Archers Arrows Electro Wizard
Fisherman
Electro Spirit Archers
Electro Wizard
Electro Spirit Archers Giant Skeleton

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.

Electro Wizard
Fisherman Electro Wizard
Fisherman Archers Giant Skeleton Electro Wizard
Fisherman Electro Wizard
Arrows Giant Skeleton
Arrows Electro Spirit Archers Electro Wizard
Electro Wizard Electro Spirit Archers Arrows
Electro Spirit Arrows Giant Skeleton Electro Wizard
Fisherman
Archers Giant Skeleton Fisherman Electro Wizard
Archers Electro Wizard Electro Spirit Arrows Giant Skeleton Fisherman
Arrows Archers Electro Wizard
Giant Skeleton Electro Wizard
Electro Spirit Arrows Electro Wizard
Electro Wizard
Fisherman Electro Wizard
Arrows Fisherman Electro Wizard
Arrows Electro Spirit Archers Fisherman Electro Wizard
Arrows Electro Spirit Archers Giant Skeleton Fisherman Electro Wizard
Fisherman Electro Wizard
Electro Spirit Archers Arrows Giant Skeleton Fisherman Electro Wizard

Counters to secondary win conditions

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

Archers Giant Skeleton Fisherman Electro Wizard
Electro Wizard Archers Arrows Fisherman
Giant Skeleton Fisherman Electro Wizard
Giant Skeleton Fisherman Electro Wizard
Giant Skeleton Fisherman
Arrows Electro Spirit Archers Electro Wizard
Archers Giant Skeleton Electro Wizard
Giant Skeleton Fisherman
Giant Skeleton Electro Wizard Electro Spirit
Giant Skeleton
Arrows Giant Skeleton Electro Wizard
Giant Skeleton
Archers
Electro Wizard Electro Spirit Archers Giant Skeleton Fisherman
Arrows Electro Spirit Archers Giant Skeleton Electro Wizard

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.)

Arrows Giant Skeleton
Arrows Fisherman Electro Wizard
Arrows Giant Skeleton
Arrows Giant Skeleton
Arrows
Arrows Electro Spirit
Archers Arrows
Arrows
Arrows Fisherman
Fisherman Electro Wizard
Arrows Fisherman Electro Wizard
Archers Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Arrows
Arrows
Fisherman
Archers Arrows Fisherman Electro Wizard
Arrows
Giant Skeleton
Arrows
Fisherman
Arrows
Arrows Electro Spirit
Fisherman
Arrows Fisherman Electro Wizard
Arrows Fisherman
Arrows Fisherman
Archers Arrows Electro Wizard
Electro Wizard Electro Spirit
Arrows
Electro Spirit Arrows Electro Wizard
Giant Skeleton
Arrows
Electro Wizard Electro Spirit Archers
Archers Arrows Electro Wizard
Arrows
Electro Wizard
Arrows
Arrows Giant Skeleton
Electro Spirit Giant Skeleton Electro Wizard
Electro Wizard
Giant Skeleton Electro Wizard

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