My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
RIP
Versatility
RIP
F2P score
Mediocre

3 problems 4 warnings Why?

Missing cards in your collection

The Log Royal Ghost Bandit Inferno Dragon Sparky

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 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 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.

Missing

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Arrows Earthquake Rage Freeze Poison

Punishments

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

Goblin Barrel

Pump responses

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

Earthquake Goblin Barrel Poison

Dropped at the bridge

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

Heal Spirit

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.

Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Freeze Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Earthquake Freeze Poison

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 Heal Spirit Rage Freeze Poison

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.

Goblin Barrel

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.

Heal Spirit Goblin Barrel

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.

Heal Spirit Zap Rage Arrows Earthquake Goblin Barrel Freeze Poison

Shortest cycle

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

8 Heal Spirit Zap Rage Arrows

Attack Synergies 2 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.

Zap
Arrows Earthquake Heal Spirit Freeze Poison
Arrows
Zap Earthquake Goblin Barrel Freeze
Heal Spirit
Zap
Earthquake
Zap Arrows
Rage
Goblin Barrel
Arrows
Freeze
Zap Arrows Poison
Poison
Zap Freeze

Defense Synergies 0 3

Zap
Arrows Earthquake Poison
Arrows
Zap
Heal Spirit
Earthquake
Zap
Rage
Goblin Barrel
Freeze
Poison
Zap

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.

Earthquake Zap
Zap
Freeze
Arrows Earthquake Poison
Arrows Freeze Zap Earthquake
Zap Arrows Freeze Poison
Earthquake Zap Arrows Poison
Poison Zap Arrows Earthquake Freeze
Arrows Zap Poison
Zap Earthquake Freeze
Zap Arrows Earthquake Freeze Poison
Zap Freeze
Arrows Poison
Arrows Zap
Zap Arrows Earthquake Freeze Poison
Arrows Earthquake Poison

Counters to secondary win conditions

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

Zap
Poison Zap Arrows
Zap
Zap
Arrows Poison Zap Freeze
Zap Freeze Poison
Zap Arrows Poison
Zap Freeze Poison
Arrows Poison Zap Earthquake Freeze

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.)

Earthquake Poison Arrows Freeze
Arrows Poison Zap
Earthquake Arrows Poison
Earthquake Arrows Freeze Poison
Poison Zap Arrows Earthquake
Arrows Poison Zap Freeze
Arrows Earthquake Poison
Arrows Earthquake Poison Zap Freeze
Arrows Poison Zap
Poison
Poison Zap Arrows Earthquake
Poison Zap Arrows
Earthquake Poison
Earthquake Arrows Freeze Poison
Earthquake Zap Arrows Poison
Earthquake Zap Arrows Poison
Earthquake Arrows Poison
Arrows Earthquake Freeze Poison
Zap Arrows Earthquake Poison
Zap Arrows Earthquake Poison
Earthquake Poison
Arrows Poison
Earthquake Zap Arrows Poison
Zap Arrows Earthquake Freeze Poison
Arrows Poison Zap Earthquake
Zap Arrows Poison
Poison Zap Arrows
Poison Zap Arrows
Zap Freeze Poison
Poison Zap Arrows Earthquake
Zap Arrows Freeze Poison
Arrows Earthquake Poison
Zap Earthquake Freeze
Poison Zap Arrows
Freeze
Arrows
Poison
Arrows Zap Earthquake Poison
Zap Arrows Poison
Zap Freeze Poison
Zap Poison
Poison Zap Freeze

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: