My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Archers Inferno Tower

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.

Archers

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.

Arrows Rocket Lightning The Log

Pump responses

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

Rocket Lightning

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
Archers Skeleton Army
Giant Snowball
Archers Skeleton Army
Zap
Archers Inferno Tower Skeleton Army
Barbarian Barrel
Archers Inferno Tower Skeleton Army
The Log
Archers Skeleton Army
Earthquake
Archers Inferno Tower Skeleton Army
Arrows
Archers Skeleton Army
Royal Delivery
Archers Skeleton Army
Fireball
Archers Inferno Tower Skeleton Army
Poison
Archers Inferno Tower Skeleton Army
Lightning
Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket The Log

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.

Arrows Inferno Tower Rocket Skeleton Army

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.

Skeleton Army

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.

Mirror The Log Archers Arrows Skeleton Army Inferno Tower Rocket Lightning

Shortest cycle

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

8 Mirror The Log Archers Arrows

Attack Synergies 2 5

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.

Archers
Arrows
Arrows
Mirror Archers Lightning
Inferno Tower
Rocket
Mirror
Mirror
Arrows The Log Rocket Skeleton Army Lightning
Skeleton Army
Mirror
Lightning
Arrows Mirror
The Log
Mirror

Defense Synergies 4 10

Archers
Inferno Tower Skeleton Army The Log
Arrows
Mirror Inferno Tower Lightning
Inferno Tower
Skeleton Army The Log Archers Arrows Mirror
Rocket
The Log
Mirror
Arrows Skeleton Army Inferno Tower The Log
Skeleton Army
Inferno Tower Mirror Archers The Log
Lightning
Arrows The Log
The Log
Inferno Tower Archers Rocket Mirror Skeleton Army Lightning

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.

Rocket Lightning Inferno Tower The Log
Inferno Tower Skeleton Army The Log
Inferno Tower Rocket Skeleton Army Archers Lightning
Inferno Tower Skeleton Army
Lightning Arrows Rocket Skeleton Army The Log
Arrows Skeleton Army The Log Archers
Inferno Tower Rocket Lightning Archers Arrows
Rocket Lightning Arrows Inferno Tower The Log
Inferno Tower Skeleton Army
Skeleton Army Archers Inferno Tower
Archers Skeleton Army Arrows The Log
Arrows Inferno Tower Archers
Inferno Tower Skeleton Army Rocket Lightning The Log
Rocket Skeleton Army Arrows The Log
Inferno Tower Skeleton Army
Inferno Tower Rocket Skeleton Army Lightning The Log
Arrows Inferno Tower Skeleton Army
Arrows Archers Skeleton Army The Log
Arrows The Log Archers
Inferno Tower
Skeleton Army Archers Arrows The Log

Counters to secondary win conditions

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

Skeleton Army Archers Inferno Tower
Archers Arrows Rocket Lightning The Log
Skeleton Army Inferno Tower Rocket Lightning The Log
Rocket Skeleton Army Lightning Inferno Tower The Log
Inferno Tower Skeleton Army
Arrows Rocket Archers
Rocket Skeleton Army Archers Inferno Tower Lightning
Inferno Tower Skeleton Army
Rocket Lightning Inferno Tower Skeleton Army The Log
Inferno Tower Skeleton Army
Inferno Tower
Rocket Skeleton Army Lightning Arrows The Log
Rocket Skeleton Army Lightning Inferno Tower
Archers Skeleton Army
Inferno Tower Skeleton Army Archers Rocket Lightning The Log
Arrows Archers Inferno Tower The Log

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.)

Lightning Arrows Rocket The Log
Arrows The Log
Rocket Lightning Arrows The Log
Lightning Arrows Rocket The Log
Rocket Arrows The Log
Arrows Rocket
Archers Arrows The Log
Arrows The Log Lightning
Arrows The Log Lightning
Rocket Lightning
Rocket Lightning Arrows The Log
Lightning Archers Arrows Rocket
Rocket Lightning The Log
Lightning Arrows Rocket
Lightning Arrows The Log
Rocket Lightning Arrows The Log
Lightning Arrows Rocket The Log
Lightning Arrows Rocket
Rocket Lightning
Rocket Lightning Archers Arrows The Log
Rocket Lightning Arrows The Log
Rocket Lightning The Log
Rocket Lightning Arrows
Rocket Lightning The Log
Rocket Lightning Arrows The Log
Arrows The Log
Arrows The Log Lightning
Lightning Arrows The Log
Rocket Lightning Arrows The Log
Lightning Archers Arrows
Rocket Lightning
Lightning
Lightning Arrows Rocket The Log
Rocket Lightning Arrows
Rocket Arrows Lightning The Log
Lightning Archers Rocket Skeleton Army
Rocket Lightning Archers Arrows
Arrows The Log
Lightning Rocket
Arrows The Log Lightning
Rocket Lightning Arrows
Rocket Lightning The Log
Rocket Lightning
Lightning Rocket The Log

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