My Best Clash Royale Deck

Deck Check Rating

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

4 problems 6 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!
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 ground units!

You don't have any ground unit. You need those to stop or distract certain ground units. 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 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.

Missing

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.

Earthquake Fireball Rocket Tornado Poison Lightning The Log

Pump responses

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

Earthquake Fireball Rocket Poison Lightning

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.

Fireball Rocket Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Fireball Rocket Tornado 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.

Rocket Tornado 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.

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.

Mirror The Log Earthquake Tornado Fireball Poison Rocket Lightning

Shortest cycle

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

8 Mirror The Log Earthquake Tornado

Attack Synergies 4 12

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.

Earthquake
Fireball Mirror Tornado The Log
Fireball
Mirror Tornado Earthquake The Log
Rocket
Tornado Mirror
Mirror
Fireball The Log Earthquake Rocket Tornado Poison Lightning
Tornado
Fireball Rocket Earthquake Mirror Poison The Log
Poison
Mirror Tornado The Log
Lightning
Mirror
The Log
Mirror Earthquake Fireball Tornado Poison

Defense Synergies 5 10

Earthquake
Fireball Tornado The Log
Fireball
Mirror Tornado The Log Earthquake
Rocket
Tornado The Log
Mirror
Fireball Tornado Poison The Log
Tornado
Fireball Rocket Mirror Earthquake Poison The Log
Poison
Mirror Tornado The Log
Lightning
The Log
The Log
Fireball Earthquake Rocket Mirror Tornado 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.

Earthquake Rocket Lightning Fireball The Log
The Log
Rocket Tornado Lightning
Lightning Earthquake Fireball Rocket Tornado Poison The Log
Fireball Tornado The Log Earthquake
Rocket Tornado Lightning Fireball Poison
Earthquake Rocket Lightning Fireball Poison The Log
Tornado
Tornado
Poison Earthquake Fireball Tornado The Log
Fireball Tornado Poison
Earthquake Fireball Rocket Lightning The Log
Fireball Rocket Earthquake Tornado Poison The Log
Rocket Tornado Fireball Lightning The Log
Fireball Tornado Poison
Fireball Tornado The Log
Earthquake Tornado Poison The Log Fireball
Tornado
Earthquake 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 Rocket Lightning The Log
Rocket Lightning The Log
Rocket Lightning Fireball Tornado The Log
Fireball Rocket Poison Tornado
Rocket Fireball Lightning
Rocket Lightning Fireball Tornado Poison The Log
Rocket Lightning Fireball Tornado Poison The Log
Rocket Lightning Fireball
Fireball
Fireball Rocket Tornado Poison Lightning The Log
Poison Earthquake Fireball 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.)

Earthquake Fireball Poison Lightning Rocket The Log
Fireball Poison Tornado The Log
Earthquake Rocket Lightning Fireball Poison The Log
Earthquake Lightning Fireball Rocket Poison The Log
Fireball Rocket Poison Earthquake The Log
Fireball Poison Rocket Tornado
Earthquake Tornado Poison The Log
Earthquake Fireball Poison The Log Tornado Lightning
Fireball Poison The Log Tornado Lightning
Rocket Lightning Fireball Tornado Poison
Rocket Poison Lightning Earthquake Fireball Tornado The Log
Fireball Poison Lightning Rocket Tornado
Earthquake Rocket Poison Lightning Fireball The Log
Earthquake Lightning Fireball Rocket Poison
Earthquake Lightning Fireball Poison The Log
Earthquake Rocket Lightning Fireball Poison The Log
Earthquake Lightning Fireball Rocket Poison The Log
Lightning Earthquake Fireball Rocket Tornado Poison
Rocket Lightning
Rocket Lightning Earthquake Fireball Poison The Log
Rocket Lightning Earthquake Fireball Tornado Poison The Log
Rocket Lightning Earthquake Fireball Poison The Log
Rocket Lightning Fireball Tornado Poison
Rocket Tornado Lightning The Log
Earthquake Rocket Lightning Fireball Poison The Log
Earthquake Tornado Poison The Log Fireball
Fireball Poison The Log Earthquake Tornado Lightning
Fireball Lightning Tornado Poison The Log
Fireball Rocket Poison Lightning Tornado The Log
Poison Lightning Fireball Tornado
Rocket Lightning Fireball Poison
Lightning Fireball
Poison Lightning Earthquake Fireball Rocket The Log
Rocket Lightning Fireball Poison
Rocket Earthquake Fireball Poison Lightning The Log
Earthquake Lightning Fireball Rocket
Fireball Rocket Poison Lightning Tornado
The Log Fireball
Fireball Poison Lightning Rocket
The Log Earthquake Fireball Poison Lightning
Rocket Lightning Fireball Tornado Poison
Fireball Rocket Tornado Poison Lightning The Log
Fireball Rocket Tornado Poison Lightning
Poison Lightning Fireball Rocket Tornado The Log

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