My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Hunter

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 Giant Hunter Fisherman Mega Knight

Offensive cards

Win conditions

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

Giant

Damage spells

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

Barbarian Barrel

Punishments

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

Giant Mega Knight

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 Goblins Giant Barbarian Barrel Mega Knight

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 Giant Fisherman
Giant Snowball
Skeletons Fire Spirit Goblins Fisherman
Zap
Skeletons Fire Spirit Goblins Fisherman
Barbarian Barrel
Skeletons Fire Spirit Goblins Hunter
The Log
Skeletons Fire Spirit Goblins Hunter Fisherman
Earthquake
Skeletons
Arrows
Skeletons Fire Spirit Goblins
Royal Delivery
Skeletons Fire Spirit Goblins Hunter Fisherman
Fireball
Hunter Fisherman
Poison
Hunter Fisherman
Lightning
Hunter Fisherman
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Barbarian Barrel Hunter Mega Knight

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 Mega Knight

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 Goblins

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.

Skeletons Fire Spirit Goblins Barbarian Barrel Fisherman Hunter Giant Mega Knight

Shortest cycle

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

6 Skeletons Fire Spirit Goblins Barbarian Barrel

Attack Synergies 3 8

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
Fire Spirit
Giant Fisherman
Goblins
Giant
Giant
Barbarian Barrel Hunter Fire Spirit Goblins Fisherman
Barbarian Barrel
Giant Hunter Mega Knight
Hunter
Giant Fisherman Barbarian Barrel Mega Knight
Fisherman
Hunter Fire Spirit Giant Mega Knight
Mega Knight
Barbarian Barrel Hunter Fisherman

Defense Synergies 2 10

Skeletons
Fisherman Fire Spirit Barbarian Barrel Hunter
Fire Spirit
Skeletons
Goblins
Barbarian Barrel Hunter Fisherman
Giant
Barbarian Barrel
Skeletons Goblins Hunter Mega Knight
Hunter
Fisherman Skeletons Goblins Barbarian Barrel Mega Knight
Fisherman
Skeletons Hunter Goblins Mega Knight
Mega Knight
Barbarian Barrel Hunter 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.

Barbarian Barrel
Hunter Skeletons Goblins Fisherman Mega Knight
Hunter Fisherman Mega Knight Skeletons Fire Spirit Goblins
Hunter Skeletons Goblins Fisherman Mega Knight
Barbarian Barrel Mega Knight
Barbarian Barrel Skeletons Fire Spirit Goblins Hunter Mega Knight
Hunter Fire Spirit
Barbarian Barrel Mega Knight
Hunter Skeletons Goblins Fisherman
Skeletons Fire Spirit Goblins Barbarian Barrel Hunter Fisherman Mega Knight
Goblins Skeletons Barbarian Barrel Hunter Fisherman Mega Knight
Hunter
Hunter Mega Knight Skeletons Fire Spirit
Fire Spirit Mega Knight Goblins Barbarian Barrel Hunter
Hunter Mega Knight
Hunter Fisherman Mega Knight
Mega Knight Skeletons Goblins Hunter Fisherman
Fire Spirit Mega Knight Goblins Barbarian Barrel Hunter Fisherman
Barbarian Barrel Hunter Fire Spirit Fisherman Mega Knight
Hunter Fisherman
Mega Knight Fire Spirit Goblins Barbarian Barrel Hunter Fisherman

Counters to secondary win conditions

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

Mega Knight Skeletons Goblins Barbarian Barrel Fisherman
Barbarian Barrel Hunter Fisherman Mega Knight
Mega Knight Skeletons Goblins Hunter Fisherman
Hunter Mega Knight Barbarian Barrel Fisherman
Skeletons Hunter Fisherman Mega Knight
Fire Spirit Skeletons Hunter
Skeletons Goblins Hunter
Mega Knight Hunter Fisherman
Mega Knight Skeletons Goblins Barbarian Barrel
Skeletons
Mega Knight Hunter
Mega Knight
Mega Knight Skeletons Hunter
Mega Knight
Skeletons Goblins Barbarian Barrel Hunter Fisherman
Mega Knight Barbarian Barrel Hunter

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.)

Barbarian Barrel
Barbarian Barrel Fisherman
Barbarian Barrel
Barbarian Barrel
Fire Spirit Barbarian Barrel Mega Knight
Fire Spirit Hunter
Fire Spirit
Fire Spirit Barbarian Barrel Hunter
Fisherman
Fire Spirit Goblins Fisherman
Barbarian Barrel Fisherman
Fire Spirit
Fire Spirit Barbarian Barrel Hunter Fisherman
Barbarian Barrel Fisherman
Barbarian Barrel Fisherman
Barbarian Barrel Hunter
Barbarian Barrel Mega Knight
Barbarian Barrel
Fisherman
Fire Spirit Barbarian Barrel Hunter Fisherman Mega Knight
Fire Spirit Barbarian Barrel Mega Knight
Mega Knight
Fisherman
Barbarian Barrel
Fire Spirit Barbarian Barrel Hunter Mega Knight
Fisherman
Barbarian Barrel Hunter Fisherman
Fisherman Mega Knight
Barbarian Barrel Fisherman
Fire Spirit Hunter
Hunter Mega Knight
Mega Knight
Fire Spirit Barbarian Barrel
Fire Spirit Hunter
Barbarian Barrel
Hunter Mega Knight
Mega Knight
Barbarian Barrel Mega Knight

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