My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Great!

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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Firecracker Inferno Tower Inferno Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Firecracker Inferno Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows Earthquake Lightning

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake Lightning

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.

Firecracker

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 Inferno Dragon
Giant Snowball
Skeletons Inferno Dragon
Zap
Skeletons Firecracker Inferno Tower Inferno Dragon
Barbarian Barrel
Skeletons Firecracker Inferno Tower
The Log
Skeletons Firecracker
Earthquake
Skeletons Firecracker Inferno Tower
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker Inferno Dragon
Fireball
Firecracker Inferno Tower Inferno Dragon
Poison
Firecracker Inferno Tower
Lightning
Inferno Tower Inferno Dragon
Rocket
Inferno Tower Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Firecracker Earthquake

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 Inferno Tower Inferno Dragon

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Zap Arrows Firecracker Earthquake Inferno Dragon Inferno Tower Lightning

Shortest cycle

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

9 Skeletons Zap Arrows Firecracker

Attack Synergies 3 4

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
Zap
Arrows Firecracker Earthquake
Arrows
Zap Earthquake Lightning
Firecracker
Zap Earthquake Inferno Dragon
Earthquake
Zap Arrows Firecracker
Inferno Tower
Lightning
Arrows
Inferno Dragon
Firecracker

Defense Synergies 0 15

Skeletons
Zap Firecracker Earthquake Inferno Tower Inferno Dragon
Zap
Skeletons Arrows Firecracker Earthquake Inferno Tower Inferno Dragon
Arrows
Zap Inferno Tower Lightning
Firecracker
Skeletons Zap Earthquake Inferno Tower
Earthquake
Skeletons Zap Firecracker Inferno Tower
Inferno Tower
Skeletons Zap Arrows Firecracker Earthquake
Lightning
Arrows
Inferno Dragon
Skeletons Zap

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.

Earthquake Lightning Zap Firecracker Inferno Tower
Inferno Tower Inferno Dragon Skeletons Zap Firecracker
Inferno Tower Skeletons Lightning Inferno Dragon
Inferno Tower Inferno Dragon Skeletons Firecracker
Lightning Arrows Firecracker Earthquake
Arrows Skeletons Zap Firecracker Earthquake
Inferno Tower Lightning Inferno Dragon Zap Arrows Firecracker
Earthquake Lightning Zap Arrows Inferno Tower
Inferno Tower Inferno Dragon Skeletons
Skeletons Firecracker Inferno Tower
Skeletons Zap Arrows Firecracker Earthquake
Arrows Inferno Tower Inferno Dragon Zap Firecracker
Inferno Tower Skeletons Zap Earthquake Lightning
Zap Arrows Firecracker Earthquake
Inferno Tower Inferno Dragon
Inferno Tower Zap Lightning Inferno Dragon
Skeletons Arrows Firecracker Inferno Tower
Arrows Zap Firecracker
Zap Arrows Earthquake Firecracker Inferno Dragon
Inferno Tower Inferno Dragon
Arrows Firecracker Earthquake

Counters to secondary win conditions

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

Skeletons Zap Inferno Tower
Zap Arrows Firecracker Lightning Inferno Dragon
Skeletons Zap Inferno Tower Lightning
Lightning Zap Inferno Tower
Inferno Tower Skeletons Inferno Dragon
Arrows Firecracker Skeletons Zap
Skeletons Inferno Tower Lightning
Inferno Tower Inferno Dragon
Zap Lightning Skeletons Firecracker Inferno Tower Inferno Dragon
Inferno Tower Skeletons Inferno Dragon
Inferno Dragon Inferno Tower
Lightning Zap Arrows
Lightning Skeletons Inferno Tower
Firecracker
Inferno Tower Skeletons Zap Firecracker Lightning Inferno Dragon
Arrows Zap Firecracker Earthquake Inferno Tower 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.)

Earthquake Lightning Arrows Firecracker
Arrows Firecracker Zap
Earthquake Lightning Arrows
Earthquake Lightning Arrows Firecracker
Zap Arrows Firecracker Earthquake
Arrows Firecracker Zap
Arrows Firecracker Earthquake
Arrows Earthquake Zap Firecracker Lightning
Arrows Zap Firecracker Lightning
Lightning
Firecracker Lightning Zap Arrows Earthquake
Lightning Zap Arrows Firecracker
Earthquake Lightning Firecracker
Earthquake Lightning Arrows Firecracker
Earthquake Lightning Zap Arrows Firecracker
Earthquake Lightning Zap Arrows Firecracker
Earthquake Lightning Arrows Firecracker
Lightning Arrows Earthquake
Lightning
Lightning Zap Arrows Firecracker Earthquake
Lightning Zap Arrows Firecracker Earthquake
Lightning Earthquake
Lightning Arrows
Lightning
Earthquake Lightning Zap Arrows
Zap Arrows Firecracker Earthquake
Inferno Dragon
Arrows Firecracker Zap Earthquake Lightning
Lightning Zap Arrows
Lightning Zap Arrows Firecracker
Lightning Zap Arrows Firecracker
Zap Lightning Firecracker
Lightning
Lightning Zap Arrows Earthquake
Zap Lightning Arrows Firecracker
Arrows Firecracker Earthquake Lightning
Zap Earthquake Lightning
Lightning Zap Arrows Firecracker
Arrows
Lightning Firecracker
Arrows Zap Firecracker Earthquake Lightning
Lightning Zap Arrows
Firecracker
Zap Firecracker Lightning
Firecracker Zap Lightning
Lightning Zap Firecracker

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