My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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 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.

Furnace Baby Dragon Witch

Defensive buildings

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

Furnace

Investments

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

Furnace Baby Dragon Witch

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.

Fireball Rocket Lightning The Log

Pump responses

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

Fireball Rocket Lightning

Dropped at the bridge

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

Baby Dragon

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
Furnace Baby Dragon Witch
Zap
Furnace Witch
Barbarian Barrel
Furnace Witch
The Log
Furnace Witch
Earthquake
Furnace Witch
Arrows
Furnace Witch
Royal Delivery
Baby Dragon Witch
Fireball
Furnace Baby Dragon Witch
Poison
Furnace Witch
Lightning
Furnace Baby Dragon Witch
Rocket
Furnace Witch

Against air swarms

Spells and units that can counter air swarms.

Fireball Furnace Rocket Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Furnace Rocket Baby Dragon 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.

Rocket Baby Dragon

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 Furnace Witch

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 The Log Fireball Furnace Baby Dragon Witch Rocket Lightning

Shortest cycle

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

10 Mirror The Log Fireball Furnace

Attack Synergies 2 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.

Fireball
Mirror Baby Dragon The Log
Furnace
Mirror Baby Dragon
Rocket
Mirror
Mirror
Fireball The Log Furnace Rocket Lightning
Baby Dragon
Fireball Furnace Witch Lightning
Witch
Baby Dragon
Lightning
Mirror Baby Dragon
The Log
Mirror Fireball

Defense Synergies 3 7

Fireball
Mirror The Log
Furnace
Mirror Baby Dragon
Rocket
The Log
Mirror
Fireball Furnace The Log
Baby Dragon
Furnace Witch The Log
Witch
Baby Dragon The Log
Lightning
The Log
The Log
Fireball Rocket Mirror Baby Dragon Witch 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 Baby Dragon The Log
Furnace Witch The Log
Furnace Rocket Witch Lightning
Witch Furnace
Lightning Fireball Rocket The Log
Fireball The Log Furnace Baby Dragon
Furnace Rocket Lightning Fireball Baby Dragon Witch
Rocket Lightning Fireball Baby Dragon The Log
Witch Furnace
Witch Fireball Furnace Baby Dragon The Log
Fireball Furnace Baby Dragon Witch
Furnace Fireball Rocket Witch Lightning The Log
Fireball Rocket Furnace Baby Dragon Witch The Log
Furnace
Rocket Fireball Furnace Lightning The Log
Fireball Furnace Witch
Fireball Furnace Baby Dragon Witch The Log
Furnace Baby Dragon Witch The Log Fireball
Fireball Furnace Baby Dragon Witch The Log

Counters to secondary win conditions

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

Fireball Furnace Witch
Fireball Rocket Baby Dragon Lightning The Log
Furnace Rocket Witch Lightning The Log
Rocket Lightning Fireball The Log
Witch
Fireball Furnace Rocket Baby Dragon Witch
Rocket Fireball Furnace Witch Lightning
Rocket Lightning Fireball Baby Dragon Witch The Log
Witch
Witch
Rocket Lightning Fireball The Log
Rocket Lightning Fireball Witch
Fireball Furnace Baby Dragon Witch
Witch Fireball Furnace Rocket Baby Dragon Lightning The Log
Fireball Baby Dragon Witch 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 Lightning Rocket Baby Dragon The Log
Fireball Baby Dragon The Log
Rocket Lightning Fireball Baby Dragon The Log
Lightning Fireball Rocket The Log
Fireball Rocket Furnace Baby Dragon The Log
Fireball Furnace Rocket Baby Dragon Witch
Furnace Baby Dragon Witch The Log
Fireball The Log Baby Dragon Lightning
Fireball The Log Lightning
Rocket Lightning Fireball
Rocket Lightning Fireball The Log
Fireball Lightning Rocket Baby Dragon
Rocket Lightning Fireball Baby Dragon The Log
Lightning Fireball Rocket Baby Dragon
Lightning Fireball Furnace Baby Dragon The Log
Rocket Lightning Fireball Furnace Baby Dragon Witch The Log
Lightning Fireball Furnace Rocket Baby Dragon The Log
Lightning Fireball Rocket
Rocket Lightning
Rocket Lightning Fireball Baby Dragon The Log
Rocket Lightning Fireball Baby Dragon Witch The Log
Rocket Lightning Fireball Baby Dragon The Log
Rocket Lightning Fireball
Rocket Lightning The Log
Rocket Lightning Fireball Baby Dragon The Log
The Log Fireball Furnace Baby Dragon Witch
Witch
Fireball The Log Baby Dragon Witch Lightning
Fireball Lightning Baby Dragon Witch The Log
Fireball Rocket Lightning Baby Dragon The Log
Lightning Fireball Furnace Baby Dragon Witch
Rocket Lightning Fireball Witch
Lightning Fireball
Lightning Fireball Rocket The Log
Rocket Lightning Fireball
Rocket Fireball Lightning The Log
Lightning Fireball Rocket Witch
Fireball Rocket Lightning Baby Dragon Witch
The Log Fireball
Fireball Lightning Rocket Baby Dragon
The Log Fireball Baby Dragon Lightning
Rocket Lightning Fireball
Fireball Rocket Baby Dragon Witch Lightning The Log
Fireball Rocket Witch Lightning
Lightning Fireball Rocket Baby Dragon Witch The Log

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