My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit

Defensive buildings

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

Mortar

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.

Mortar Wall Breakers

Damage spells

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

Arrows Earthquake Rocket

Punishments

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

Mortar Wall Breakers

Pump responses

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

Earthquake Rocket

Dropped at the bridge

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

Electro Spirit Fire Spirit Mortar Barbarians 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.

Electro Spirit

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
Giant Snowball
Fire Spirit Barbarians Wall Breakers
Zap
Fire Spirit Mortar Wall Breakers
Barbarian Barrel
Electro Spirit Fire Spirit Mortar Barbarians Wall Breakers
The Log
Electro Spirit Fire Spirit Barbarians Wall Breakers
Earthquake
Mortar Barbarians
Arrows
Electro Spirit Fire Spirit Wall Breakers
Royal Delivery
Electro Spirit Fire Spirit Barbarians Wall Breakers
Fireball
Mortar Barbarians Wall Breakers
Poison
Mortar Barbarians
Lightning
Mortar
Rocket
Mortar Barbarians

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Arrows Mortar Earthquake Rocket

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.

Electro Spirit Fire Spirit Arrows Rocket

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.

Fire Spirit Barbarians

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Wall Breakers Arrows Earthquake Mortar Barbarians Rocket

Shortest cycle

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

7 Electro Spirit Fire Spirit Wall Breakers Arrows

Attack Synergies 0 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.

Electro Spirit
Wall Breakers
Fire Spirit
Mortar Wall Breakers
Arrows
Mortar Earthquake Wall Breakers
Mortar
Fire Spirit Arrows Rocket
Barbarians
Earthquake
Arrows Wall Breakers
Rocket
Mortar
Wall Breakers
Electro Spirit Fire Spirit Arrows Earthquake

Defense Synergies 0 3

Electro Spirit
Fire Spirit
Arrows
Mortar Barbarians
Mortar
Arrows Earthquake
Barbarians
Arrows
Earthquake
Mortar
Rocket
Wall Breakers

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 Mortar
Barbarians Mortar
Mortar Barbarians Rocket Fire Spirit
Barbarians Mortar
Arrows Barbarians Earthquake Rocket
Arrows Electro Spirit Fire Spirit Earthquake
Rocket Electro Spirit Fire Spirit Arrows Mortar
Earthquake Rocket Electro Spirit Arrows Barbarians
Barbarians Mortar
Fire Spirit Barbarians
Barbarians Electro Spirit Arrows Earthquake
Arrows
Mortar Barbarians Fire Spirit Earthquake Rocket
Fire Spirit Rocket Electro Spirit Arrows Mortar Barbarians Earthquake
Barbarians Mortar
Barbarians Rocket Mortar
Barbarians Arrows Mortar
Fire Spirit Arrows Mortar Electro Spirit Barbarians
Arrows Mortar Earthquake Electro Spirit Fire Spirit Barbarians
Barbarians Mortar
Electro Spirit Fire Spirit Arrows Barbarians Earthquake

Counters to secondary win conditions

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

Barbarians
Arrows Mortar Rocket
Barbarians Rocket
Rocket Barbarians
Barbarians
Fire Spirit Arrows Rocket Electro Spirit
Rocket Barbarians
Barbarians
Rocket Electro Spirit Mortar Barbarians
Barbarians
Barbarians
Rocket Arrows Barbarians
Barbarians Rocket
Barbarians
Barbarians Electro Spirit Mortar Rocket
Arrows Electro Spirit Barbarians 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 Arrows Mortar Rocket
Arrows Mortar
Earthquake Rocket Arrows
Earthquake Arrows Barbarians Rocket
Rocket Fire Spirit Arrows Mortar Earthquake
Arrows Electro Spirit Fire Spirit Rocket
Fire Spirit Arrows Mortar Earthquake
Arrows Earthquake Fire Spirit
Arrows Mortar
Rocket Fire Spirit
Rocket Arrows Mortar Earthquake
Fire Spirit Arrows Rocket
Earthquake Rocket Fire Spirit Mortar
Earthquake Arrows Mortar Rocket
Earthquake Arrows Mortar
Earthquake Rocket Arrows Mortar
Earthquake Arrows Mortar Rocket
Arrows Mortar Earthquake Rocket
Rocket
Rocket Fire Spirit Arrows Mortar Earthquake
Rocket Fire Spirit Arrows Mortar Earthquake
Rocket Earthquake
Rocket Arrows
Rocket
Earthquake Rocket Arrows Mortar Barbarians
Arrows Earthquake Electro Spirit Fire Spirit Mortar
Arrows Mortar Earthquake
Arrows Mortar
Rocket Arrows Mortar
Fire Spirit Arrows
Rocket Electro Spirit
Arrows Mortar Earthquake Rocket
Rocket Electro Spirit Arrows
Rocket Arrows Earthquake
Earthquake Electro Spirit Fire Spirit Barbarians Rocket
Rocket Fire Spirit Arrows
Arrows
Rocket
Arrows Mortar Earthquake
Rocket Arrows
Electro Spirit Rocket
Rocket
Mortar Rocket

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