My Best Clash Royale Deck

Deck Check Rating

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

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 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.

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.

Missing

Offensive cards

Win conditions

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

Wall Breakers Miner

Damage spells

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

Arrows Rocket Poison Lightning

Punishments

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

Wall Breakers Miner

Pump responses

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

Rocket Poison Lightning Miner

Dropped at the bridge

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

Wall Breakers

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.

Miner

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
Wall Breakers Miner
Giant Snowball
Wall Breakers Miner
Zap
Inferno Tower Wall Breakers
Barbarian Barrel
Inferno Tower Wall Breakers
The Log
Wall Breakers
Earthquake
Inferno Tower
Arrows
Wall Breakers
Royal Delivery
Wall Breakers Miner
Fireball
Inferno Tower Wall Breakers
Poison
Inferno Tower
Lightning
Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket Poison

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 Rocket Poison Miner

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 Wall Breakers Arrows Miner Poison Inferno Tower Rocket Lightning

Shortest cycle

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

8 Mirror Wall Breakers Arrows Miner

Attack Synergies 4 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
Mirror Wall Breakers Lightning Miner
Inferno Tower
Rocket
Mirror Miner
Mirror
Arrows Miner Rocket Wall Breakers Poison Lightning
Wall Breakers
Miner Arrows Mirror
Poison
Miner Mirror
Lightning
Arrows Mirror
Miner
Mirror Wall Breakers Poison Arrows Rocket

Defense Synergies 1 5

Arrows
Mirror Inferno Tower Lightning
Inferno Tower
Arrows Mirror Poison
Rocket
Mirror
Arrows Inferno Tower Poison
Wall Breakers
Poison
Inferno Tower Mirror
Lightning
Arrows
Miner

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
Inferno Tower
Inferno Tower Rocket Lightning
Inferno Tower
Lightning Arrows Rocket Poison
Arrows
Inferno Tower Rocket Lightning Arrows Poison
Rocket Lightning Arrows Inferno Tower Poison
Inferno Tower
Inferno Tower Miner
Poison Arrows
Arrows Inferno Tower Poison
Inferno Tower Rocket Lightning
Rocket Arrows Poison
Inferno Tower
Inferno Tower Rocket Lightning
Arrows Inferno Tower Poison
Arrows
Arrows Poison
Inferno Tower
Arrows Poison

Counters to secondary win conditions

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

Inferno Tower
Poison Arrows Rocket Lightning Miner
Inferno Tower Rocket Lightning
Rocket Lightning Inferno Tower
Inferno Tower
Arrows Rocket Poison
Rocket Inferno Tower Lightning
Inferno Tower
Rocket Lightning Inferno Tower Poison
Inferno Tower
Inferno Tower
Rocket Lightning Arrows Poison
Rocket Lightning Inferno Tower
Inferno Tower Rocket Poison Lightning
Arrows Poison Inferno Tower

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.)

Poison Lightning Arrows Rocket
Arrows Poison Miner
Rocket Lightning Arrows Poison Miner
Lightning Arrows Rocket Poison
Rocket Poison Arrows
Arrows Poison Rocket
Arrows Poison
Arrows Poison Lightning
Arrows Poison Miner Lightning
Rocket Lightning Poison
Rocket Poison Lightning Miner Arrows
Poison Lightning Arrows Rocket
Rocket Poison Lightning Miner
Lightning Arrows Rocket Poison
Lightning Arrows Poison
Rocket Lightning Arrows Poison
Lightning Arrows Rocket Poison
Lightning Arrows Rocket Poison
Rocket Lightning
Rocket Lightning Arrows Poison
Rocket Lightning Arrows Poison Miner
Rocket Lightning Poison
Rocket Lightning Arrows Poison
Rocket Lightning
Rocket Lightning Arrows Poison
Arrows Poison
Arrows Poison Miner Lightning
Lightning Arrows Poison Miner
Rocket Poison Lightning Miner Arrows
Poison Lightning Arrows
Rocket Lightning Poison
Lightning
Poison Lightning Arrows Rocket Miner
Rocket Lightning Arrows Poison
Rocket Arrows Poison Lightning
Lightning Rocket
Rocket Poison Lightning Arrows
Arrows
Poison Lightning Miner Rocket
Arrows Poison Lightning
Rocket Lightning Arrows Poison
Rocket Poison Lightning
Rocket Poison Lightning
Poison Lightning Rocket Miner

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