My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Elixir Golem Fisherman

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 Goblin Gang Ice Wizard Inferno Dragon

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.

Elixir Golem Giant Ice Wizard Fisherman Inferno Dragon

Offensive cards

Win conditions

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

Elixir Golem Giant

Damage spells

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

The Log

Punishments

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

Goblin Gang Elixir Golem 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.

Fire Spirit Goblin Gang Elixir Golem Giant

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
Goblin Gang Elixir Golem Giant Fisherman Inferno Dragon
Giant Snowball
Fire Spirit Goblin Gang Fisherman Inferno Dragon
Zap
Fire Spirit Goblin Gang Fisherman Inferno Dragon
Barbarian Barrel
Fire Spirit Goblin Gang Elixir Golem Ice Wizard
The Log
Fire Spirit Goblin Gang Elixir Golem Fisherman
Earthquake
Goblin Gang Elixir Golem
Arrows
Fire Spirit Goblin Gang
Royal Delivery
Fire Spirit Goblin Gang Elixir Golem Ice Wizard Fisherman Inferno Dragon
Fireball
Goblin Gang Elixir Golem Ice Wizard Fisherman Inferno Dragon
Poison
Goblin Gang Elixir Golem Ice Wizard Fisherman
Lightning
Ice Wizard Fisherman Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit The Log Ice Wizard

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 Elixir Golem Ice Wizard Inferno Dragon

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 Goblin Gang Ice 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Goblin Gang Elixir Golem Ice Wizard Fisherman Inferno Dragon Giant

Shortest cycle

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

9 Fire Spirit The Log Goblin Gang Elixir Golem

Attack Synergies 0 14

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
Elixir Golem Giant Fisherman Inferno Dragon
Goblin Gang
Elixir Golem Giant
Elixir Golem
Fire Spirit Goblin Gang The Log Ice Wizard Inferno Dragon
Giant
Fire Spirit Goblin Gang The Log Ice Wizard Fisherman
The Log
Elixir Golem Giant Fisherman
Ice Wizard
Elixir Golem Giant Fisherman
Fisherman
Fire Spirit Giant The Log Ice Wizard
Inferno Dragon
Fire Spirit Elixir Golem

Defense Synergies 0 10

Fire Spirit
The Log
Goblin Gang
The Log Ice Wizard Fisherman Inferno Dragon
Elixir Golem
Giant
The Log
Fire Spirit Goblin Gang Ice Wizard Fisherman Inferno Dragon
Ice Wizard
Goblin Gang The Log Fisherman Inferno Dragon
Fisherman
Goblin Gang The Log Ice Wizard
Inferno Dragon
Goblin Gang The Log Ice Wizard

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.

The Log
Inferno Dragon Goblin Gang The Log Ice Wizard Fisherman
Goblin Gang Fisherman Fire Spirit Ice Wizard Inferno Dragon
Inferno Dragon Goblin Gang Ice Wizard Fisherman
The Log
Goblin Gang The Log Fire Spirit Ice Wizard
Inferno Dragon Fire Spirit Goblin Gang Ice Wizard
The Log
Inferno Dragon Goblin Gang Ice Wizard Fisherman
Goblin Gang Fire Spirit Ice Wizard Fisherman
Goblin Gang Ice Wizard The Log Fisherman
Inferno Dragon Goblin Gang Ice Wizard
Fire Spirit Goblin Gang The Log Ice Wizard
Fire Spirit Goblin Gang The Log
Inferno Dragon Goblin Gang
Goblin Gang The Log Fisherman Inferno Dragon
Goblin Gang Fisherman
Fire Spirit Goblin Gang The Log Ice Wizard Fisherman
The Log Fire Spirit Ice Wizard Fisherman Inferno Dragon
Fisherman Inferno Dragon
Goblin Gang Fire Spirit The Log Fisherman

Counters to secondary win conditions

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

Goblin Gang Fisherman
Goblin Gang The Log Fisherman Inferno Dragon
Goblin Gang The Log Fisherman
Goblin Gang The Log Fisherman
Goblin Gang Fisherman Inferno Dragon
Fire Spirit Goblin Gang Ice Wizard
Goblin Gang Ice Wizard
Fisherman Inferno Dragon
The Log Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon
The Log
Goblin Gang
Goblin Gang The Log Fisherman Inferno Dragon
The Log Ice Wizard Inferno Dragon

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.)

The Log
The Log Ice Wizard Fisherman
The Log
The Log
Fire Spirit The Log
Fire Spirit Ice Wizard
Fire Spirit The Log
The Log Fire Spirit Ice Wizard
The Log Fisherman
Fire Spirit Goblin Gang Fisherman
The Log Fisherman
Fire Spirit
Fire Spirit The Log Fisherman
Fisherman
The Log Fisherman
The Log
The Log
Fisherman
Fire Spirit The Log Fisherman
Fire Spirit The Log
The Log
The Log Fisherman
The Log
The Log Fire Spirit Ice Wizard
Fisherman Inferno Dragon
The Log Ice Wizard Fisherman
The Log Fisherman
The Log Fisherman
Fire Spirit Ice Wizard
The Log
The Log
Fire Spirit Goblin Gang
Fire Spirit Ice Wizard
The Log
Goblin Gang
The Log
Goblin Gang The Log
The Log

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: