My Best Clash Royale Deck

Deck Check Rating

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

3 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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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!
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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Missing

Defensive buildings

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

Bomb Tower

Investments

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

Giant Skeleton

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Arrows Rocket Freeze

Punishments

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

Graveyard

Pump responses

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

Rocket Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Giant Skeleton

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.

Giant Skeleton Graveyard

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
Clone Giant Skeleton Graveyard
Giant Snowball
Clone Graveyard
Zap
Clone Graveyard
Barbarian Barrel
Bomb Tower Clone Giant Skeleton Graveyard
The Log
Clone Giant Skeleton Graveyard
Earthquake
Bomb Tower Clone Graveyard
Arrows
Clone Graveyard
Royal Delivery
Clone Giant Skeleton Graveyard
Fireball
Bomb Tower Clone
Poison
Bomb Tower Clone Graveyard
Lightning
Bomb Tower
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Bomb Tower Rocket Freeze

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 Rocket Clone Freeze Giant Skeleton

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.

Graveyard

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.

Mirror Arrows Clone Bomb Tower Freeze Graveyard Rocket Giant Skeleton

Shortest cycle

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

10 Mirror Arrows Clone Bomb Tower

Attack Synergies 4 7

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.

Arrows
Mirror Graveyard Freeze Giant Skeleton
Bomb Tower
Rocket
Mirror
Mirror
Arrows Rocket Freeze Giant Skeleton Graveyard
Clone
Giant Skeleton
Freeze
Graveyard Arrows Mirror
Giant Skeleton
Clone Arrows Mirror Graveyard
Graveyard
Arrows Freeze Mirror Giant Skeleton

Defense Synergies 1 3

Arrows
Mirror Bomb Tower Giant Skeleton
Bomb Tower
Arrows Mirror
Rocket
Mirror
Arrows Bomb Tower
Clone
Freeze
Giant Skeleton
Arrows
Graveyard

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
Bomb Tower
Bomb Tower Rocket Freeze Giant Skeleton
Bomb Tower
Arrows Bomb Tower Rocket Giant Skeleton
Arrows Freeze Bomb Tower
Rocket Arrows Bomb Tower Freeze
Rocket Arrows Bomb Tower Giant Skeleton
Bomb Tower
Giant Skeleton
Arrows Bomb Tower Freeze Giant Skeleton
Arrows
Bomb Tower Rocket Freeze Giant Skeleton
Bomb Tower Rocket Arrows Freeze
Bomb Tower
Bomb Tower Rocket Freeze
Bomb Tower Arrows
Arrows Bomb Tower
Arrows Bomb Tower Freeze Giant Skeleton
Bomb Tower
Arrows Bomb Tower Giant Skeleton

Counters to secondary win conditions

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

Giant Skeleton
Arrows Bomb Tower Rocket
Giant Skeleton Bomb Tower Rocket
Rocket Giant Skeleton
Giant Skeleton
Arrows Rocket Bomb Tower Freeze
Rocket Bomb Tower Giant Skeleton
Giant Skeleton Bomb Tower
Rocket Freeze Giant Skeleton Bomb Tower
Bomb Tower Giant Skeleton
Rocket Arrows Giant Skeleton
Rocket Giant Skeleton Bomb Tower
Bomb Tower
Bomb Tower Rocket Freeze Giant Skeleton
Arrows Bomb Tower Freeze Giant Skeleton

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.)

Arrows Rocket Freeze Giant Skeleton
Arrows
Rocket Arrows Giant Skeleton
Arrows Rocket Freeze Giant Skeleton
Rocket Arrows
Arrows Rocket Freeze
Arrows
Arrows Freeze
Arrows
Rocket
Rocket Arrows
Arrows Rocket
Rocket
Arrows Rocket Freeze
Arrows
Rocket Arrows
Arrows Rocket
Arrows Rocket Freeze
Rocket
Rocket Arrows
Rocket Arrows
Rocket Giant Skeleton
Rocket Arrows
Rocket
Rocket Arrows
Arrows Freeze
Arrows
Arrows
Rocket Arrows
Arrows
Rocket Freeze
Arrows Rocket
Rocket Arrows Freeze
Giant Skeleton
Rocket Arrows
Rocket Freeze
Rocket Arrows
Freeze
Arrows
Rocket
Arrows
Rocket Arrows Giant Skeleton
Rocket Freeze Giant Skeleton
Rocket
Rocket Freeze Giant Skeleton

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