My Best Clash Royale Deck

Deck Check Rating

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

1 problems なんで?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Advanced stuff

Defensive cards

Anti-air

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

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.

Royal Giant Wizard Fisherman Monk

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.

Void The Log

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.

Void

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

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 Monk

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
Royal Giant Guards Fisherman
Giant Snowball
Guards Fisherman
ザップ
Royal Giant Guards Fisherman
Barbarian Barrel
Electro Spirit Wizard Guards
The Log
Electro Spirit Royal Giant Guards Fisherman
Earthquake
Guards
Arrows
Electro Spirit Guards
Royal Delivery
Electro Spirit Wizard Guards Fisherman
Fireball
Wizard Fisherman
Poison
Wizard Guards Fisherman
Lightning
Wizard Fisherman Monk
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Wizard The Log

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 Guards

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.

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.

Electro Spirit The Log Guards Void Fisherman Wizard Monk Royal Giant

Shortest cycle

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

9 Electro Spirit The Log Guards Void

Attack Synergies 1 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.

Electro Spirit
Royal Giant
Royal Giant
Fisherman Electro Spirit Wizard Guards Void The Log Monk
Wizard
Royal Giant
Guards
Royal Giant The Log
Void
Royal Giant
The Log
Royal Giant Guards Fisherman
Fisherman
Royal Giant The Log
Monk
Royal Giant

Defense Synergies 1 7

Electro Spirit
The Log Fisherman
Royal Giant
Wizard
Guards The Log
Guards
Fisherman Wizard The Log
Void
The Log
Electro Spirit Wizard Guards Fisherman
Fisherman
Guards Electro Spirit The Log Monk
Monk
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.

Wizard Void The Log
The Log Fisherman Monk
Fisherman Void
Guards Fisherman Monk
The Log Monk
The Log Electro Spirit Guards
Electro Spirit Wizard Void
Electro Spirit Void The Log Monk
Fisherman
Guards Fisherman
Guards Electro Spirit Wizard The Log Fisherman
Wizard
Wizard Guards The Log
Wizard Electro Spirit Guards The Log
Monk The Log Fisherman
Wizard Fisherman
Electro Spirit Wizard Guards The Log Fisherman
Wizard The Log Electro Spirit Guards Fisherman
Fisherman
Wizard Electro Spirit Guards The Log Fisherman

Counters to secondary win conditions

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

Guards Void Fisherman
Void Wizard The Log Fisherman Monk
Guards The Log Fisherman
Guards The Log Fisherman Monk
Guards Fisherman
Wizard Electro Spirit Monk
Guards Void
Fisherman
Void Electro Spirit The Log Monk
Guards
Guards
Monk Guards Void The Log
Wizard Guards
Wizard
Guards Electro Spirit The Log Fisherman Monk
Electro Spirit Wizard The Log
Electro Spirit Void
Fisherman Void
Guards Fisherman

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.)

Void Guards The Log Monk
Void Monk The Log Fisherman
Void The Log
Guards Void The Log
Wizard The Log
Wizard Electro Spirit Monk
Wizard The Log
The Log Wizard
Void The Log Monk Wizard Fisherman
Guards Void Fisherman
Void Monk Wizard The Log Fisherman
Void Monk Wizard
Void The Log Fisherman
Void Fisherman Monk
The Log Fisherman
Wizard The Log
Wizard The Log
Monk
Fisherman
Void Wizard The Log Fisherman Monk
Wizard Void The Log Monk
Void The Log Monk
Wizard Void
Void The Log Fisherman Monk
Void The Log Monk
The Log Electro Spirit Wizard
Fisherman
Void The Log Wizard Fisherman Monk
Void Wizard The Log Fisherman Monk
Void The Log Fisherman
Wizard Void
Electro Spirit Wizard Guards Void
Void
Void Wizard The Log
Void Electro Spirit Monk
Wizard The Log Monk
Electro Spirit Guards Void
Wizard Monk
The Log
Void Wizard
The Log Wizard
Void Monk
Electro Spirit Guards The Log
Void
Void The Log Monk
Wizard Void Monk
Void Fisherman

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