My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 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 The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as 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 threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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.

Missing

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.

Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows Fireball Rocket Freeze Poison Lightning The Log

Pump responses

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

Fireball Rocket Poison Lightning

Dropped at the bridge

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

Golem

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.

Golem

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
Giant Snowball
Zap
Barbarian Barrel
The Log
Earthquake
Arrows
Royal Delivery
Fireball
Poison
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Rocket Freeze Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball Rocket Freeze Poison 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.

Arrows Rocket Freeze Poison Golem

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.

Fireball

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.

Fireball

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.

The Log Arrows Fireball Freeze Poison Rocket Lightning Golem

Shortest cycle

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

13 The Log Arrows Fireball Freeze

Attack Synergies 5 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.

Arrows
Fireball Golem Freeze Lightning
Fireball
Arrows Golem Freeze The Log
Rocket
Golem
Freeze
Arrows Fireball Poison
Poison
Golem Freeze The Log
Lightning
Golem Arrows
Golem
Arrows Fireball Poison Lightning Rocket The Log
The Log
Fireball Poison Golem

Defense Synergies 1 6

Arrows
Fireball Lightning
Fireball
The Log Arrows Freeze
Rocket
The Log
Freeze
Fireball
Poison
The Log
Lightning
Arrows The Log
Golem
The Log
Fireball Rocket Poison 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 Fireball The Log
The Log
Rocket Freeze Lightning
Lightning Arrows Fireball Rocket Poison The Log
Arrows Fireball Freeze The Log
Rocket Lightning Arrows Fireball Freeze Poison
Rocket Lightning Arrows Fireball Poison The Log
Poison Arrows Fireball Freeze The Log
Arrows Fireball Poison
Fireball Rocket Freeze Lightning The Log
Fireball Rocket Arrows Freeze Poison The Log
Rocket Fireball Freeze Lightning The Log
Arrows Fireball Poison
Arrows Fireball The Log
Arrows Freeze Poison The Log Fireball
Arrows Fireball Poison The Log

Counters to secondary win conditions

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

Fireball
Fireball Poison Arrows Rocket Lightning The Log
Rocket Lightning The Log
Rocket Lightning Fireball The Log
Arrows Fireball Rocket Poison Freeze
Rocket Fireball Lightning
Rocket Freeze Lightning Fireball Poison The Log
Rocket Lightning Arrows Fireball Poison The Log
Rocket Lightning Fireball
Fireball
Fireball Rocket Freeze Poison Lightning The Log
Arrows Poison Fireball Freeze 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.)

Fireball Poison Lightning Arrows Rocket Freeze The Log
Arrows Fireball Poison The Log
Rocket Lightning Arrows Fireball Poison The Log
Lightning Arrows Fireball Rocket Freeze Poison The Log
Fireball Rocket Poison Arrows The Log
Arrows Fireball Poison Rocket Freeze
Arrows Poison The Log
Arrows Fireball Poison The Log Freeze Lightning
Arrows Fireball Poison The Log Lightning
Rocket Lightning Fireball Poison
Rocket Poison Lightning Arrows Fireball The Log
Fireball Poison Lightning Arrows Rocket
Rocket Poison Lightning Fireball The Log
Lightning Arrows Fireball Rocket Freeze Poison
Lightning Arrows Fireball Poison The Log
Rocket Lightning Arrows Fireball Poison The Log
Lightning Arrows Fireball Rocket Poison The Log
Lightning Arrows Fireball Rocket Freeze Poison
Rocket Lightning
Rocket Lightning Arrows Fireball Poison The Log
Rocket Lightning Arrows Fireball Poison The Log
Rocket Lightning Fireball Poison The Log
Rocket Lightning Arrows Fireball Poison
Rocket Lightning The Log
Rocket Lightning Arrows Fireball Poison The Log
Arrows Freeze Poison The Log Fireball
Arrows Fireball Poison The Log Lightning
Fireball Lightning Arrows Poison The Log
Fireball Rocket Poison Lightning Arrows The Log
Poison Lightning Arrows Fireball
Rocket Lightning Fireball Freeze Poison
Lightning Fireball
Poison Lightning Arrows Fireball Rocket The Log
Rocket Lightning Arrows Fireball Freeze Poison
Rocket Arrows Fireball Poison Lightning The Log
Lightning Fireball Rocket Freeze
Fireball Rocket Poison Lightning Arrows
Freeze
Arrows The Log Fireball
Fireball Poison Lightning Rocket
Arrows The Log Fireball Poison Lightning
Rocket Lightning Arrows Fireball Poison
Fireball Rocket Freeze Poison Lightning The Log
Fireball Rocket Poison Lightning
Poison Lightning Fireball Rocket Freeze The Log

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