My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
RIP
F2P score
Good

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 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Rascals

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.

Skeletons Bomber Rascals Royal Giant Royal Ghost Fisherman

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 Royal Ghost

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.

Rascals Royal Giant Royal Ghost

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.

Royal Ghost

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
Skeletons Bomber Royal Giant Fisherman
Giant Snowball
Skeletons Bomber Fisherman
Zap
Skeletons Bomber Royal Giant Fisherman
Barbarian Barrel
Skeletons Bomber Rascals Royal Ghost
The Log
Skeletons Bomber Rascals Royal Giant Fisherman
Earthquake
Skeletons Bomber
Arrows
Skeletons Bomber Rascals
Royal Delivery
Skeletons Bomber Rascals Royal Ghost Fisherman
Fireball
Bomber Rascals Fisherman
Poison
Bomber Rascals Fisherman
Lightning
Fisherman
Rocket
Rascals

Against air swarms

Spells and units that can counter air swarms.

Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Royal Ghost

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.

Arrows Rage Royal Ghost

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

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.

Skeletons Bomber Rage Arrows Royal Ghost Fisherman Rascals Royal Giant

Shortest cycle

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

8 Skeletons Bomber Rage Arrows

Attack Synergies 3 2

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.

Skeletons
Bomber
Royal Giant
Arrows
Royal Giant
Rascals
Royal Giant
Bomber Arrows Fisherman Royal Ghost
Rage
Royal Ghost
Royal Giant Fisherman
Fisherman
Royal Giant Royal Ghost

Defense Synergies 1 4

Skeletons
Fisherman Bomber Royal Ghost
Bomber
Skeletons Royal Ghost Fisherman
Arrows
Rascals
Royal Giant
Rage
Royal Ghost
Skeletons Bomber
Fisherman
Skeletons Bomber

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
Skeletons Bomber Rascals Fisherman
Fisherman Skeletons Bomber Rascals
Skeletons Bomber Rascals Fisherman
Bomber Arrows
Arrows Skeletons Bomber Rascals Royal Ghost
Arrows Rascals
Arrows Rascals
Skeletons Rascals Fisherman
Skeletons Bomber Rascals Royal Ghost Fisherman
Skeletons Bomber Arrows Rascals Royal Ghost Fisherman
Arrows Rascals
Skeletons Bomber Rascals
Bomber Arrows Rascals Royal Ghost
Rascals
Rascals Fisherman
Skeletons Bomber Arrows Rascals Fisherman
Arrows Bomber Rascals Royal Ghost Fisherman
Arrows Bomber Rascals Royal Ghost Fisherman
Fisherman
Bomber Rascals Royal Ghost Arrows Fisherman

Counters to secondary win conditions

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

Rascals Skeletons Royal Ghost Fisherman
Bomber Arrows Royal Ghost Fisherman
Skeletons Rascals Fisherman
Rascals Fisherman
Skeletons Rascals Fisherman
Arrows Skeletons Rascals
Rascals Skeletons
Rascals Fisherman
Skeletons
Skeletons
Rascals
Arrows
Rascals Skeletons
Bomber Rascals
Rascals Skeletons Bomber Fisherman
Arrows Bomber Rascals Royal Ghost

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 Rascals Royal Ghost
Arrows Royal Ghost Fisherman
Arrows
Arrows Rascals
Bomber Arrows
Arrows
Bomber Arrows
Arrows
Arrows Fisherman
Fisherman
Arrows Fisherman
Arrows
Fisherman
Arrows Fisherman
Arrows Fisherman
Bomber Arrows
Arrows
Arrows
Bomber Fisherman
Bomber Arrows Fisherman
Bomber Arrows
Arrows
Fisherman
Arrows
Arrows Bomber
Fisherman
Arrows Royal Ghost Fisherman
Arrows Fisherman
Arrows Fisherman
Arrows
Bomber Arrows
Arrows
Arrows
Arrows
Arrows
Rascals
Arrows Bomber
Arrows
Rascals
Royal Ghost

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