My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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.

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 Miner Graveyard

Damage spells

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

Earthquake Rocket Poison Lightning

Punishments

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

Goblin Barrel Miner Graveyard

Pump responses

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

Earthquake Rocket Goblin Barrel Poison Lightning Miner Graveyard

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 Miner Graveyard

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

Against air swarms

Spells and units that can counter air swarms.

Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake 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.

Rocket Poison Miner

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 Graveyard

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.

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Earthquake Goblin Barrel Miner Poison Graveyard Rocket Lightning

Shortest cycle

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

9 Mirror Earthquake Goblin Barrel Miner

Attack Synergies 4 9

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
Mirror Graveyard
Rocket
Mirror Miner
Mirror
Goblin Barrel Miner Earthquake Rocket Poison Lightning Graveyard
Goblin Barrel
Mirror Miner
Poison
Miner Graveyard Mirror
Lightning
Mirror
Miner
Mirror Poison Rocket Goblin Barrel Graveyard
Graveyard
Poison Earthquake Mirror Miner

Defense Synergies 0 1

Earthquake
Rocket
Mirror
Poison
Goblin Barrel
Poison
Mirror
Lightning
Miner
Graveyard

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
Rocket Lightning
Lightning Earthquake Rocket Poison
Earthquake
Rocket Lightning Poison
Earthquake Rocket Lightning Poison
Miner
Poison Earthquake
Poison
Earthquake Rocket Lightning
Rocket Earthquake Poison
Rocket Lightning
Poison
Earthquake Poison
Earthquake Poison

Counters to secondary win conditions

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

Poison Rocket Lightning Miner
Rocket Lightning
Rocket Lightning
Rocket Poison
Rocket Lightning
Rocket Lightning Poison
Rocket Lightning Poison
Rocket Lightning
Rocket Poison Lightning
Poison Earthquake

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 Lightning Rocket
Poison Miner
Earthquake Rocket Lightning Poison Miner
Earthquake Lightning Rocket Poison
Rocket Poison Earthquake
Poison Rocket
Earthquake Poison
Earthquake Poison Lightning
Poison Miner Lightning
Rocket Lightning Poison
Rocket Poison Lightning Miner Earthquake
Poison Lightning Rocket
Earthquake Rocket Poison Lightning Miner
Earthquake Lightning Rocket Poison
Earthquake Lightning Poison
Earthquake Rocket Lightning Poison
Earthquake Lightning Rocket Poison
Lightning Earthquake Rocket Poison
Rocket Lightning
Rocket Lightning Earthquake Poison
Rocket Lightning Earthquake Poison Miner
Rocket Lightning Earthquake Poison
Rocket Lightning Poison
Rocket Lightning
Earthquake Rocket Lightning Poison
Earthquake Poison
Poison Miner Earthquake Lightning
Lightning Poison Miner
Rocket Poison Lightning Miner
Poison Lightning
Rocket Lightning Poison
Lightning
Poison Lightning Earthquake Rocket Miner
Rocket Lightning Poison
Rocket Earthquake Poison Lightning
Earthquake Lightning Rocket
Rocket Poison Lightning
Poison Lightning Miner Rocket
Earthquake Poison Lightning
Rocket Lightning Poison
Rocket Poison Lightning
Rocket Poison Lightning
Poison Lightning Rocket Miner

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