My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Bad
Versatility
Bad
F2P score
RIP

3 problems 3 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 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!
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.

Firecracker

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.

Firecracker

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.

Rage Void The Log

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.

Goblin Barrel Void

Dropped at the bridge

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

Electro 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.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker 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.

Electro Spirit Rage Clone

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.

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 Electro Spirit Rage The Log Firecracker Goblin Barrel Clone Void

Shortest cycle

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

5 Mirror Electro Spirit Rage The Log

Attack Synergies 2 3

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
Firecracker
Mirror Goblin Barrel
Mirror
Goblin Barrel The Log Firecracker
Rage
Goblin Barrel
Mirror Firecracker Clone
Clone
Goblin Barrel
Void
The Log
Mirror

Defense Synergies 1 3

Electro Spirit
The Log
Firecracker
The Log Mirror
Mirror
Firecracker The Log
Rage
Goblin Barrel
Clone
Void
The Log
Firecracker Electro Spirit Mirror

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.

Firecracker Void The Log
Firecracker The Log
Void
Firecracker
Firecracker The Log
The Log Electro Spirit Firecracker
Electro Spirit Firecracker Void
Electro Spirit Void The Log
Firecracker
Electro Spirit Firecracker The Log
Firecracker
The Log
Electro Spirit Firecracker The Log
The Log
Firecracker
Electro Spirit Firecracker The Log
The Log Electro Spirit Firecracker
Electro Spirit Firecracker The Log

Counters to secondary win conditions

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

Void
Void Firecracker The Log
The Log
The Log
Firecracker Electro Spirit
Void
Void Electro Spirit Firecracker The Log
Void The Log
Firecracker
Electro Spirit Firecracker The Log
Electro Spirit Firecracker 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.)

Void Firecracker The Log
Firecracker Void The Log
Void The Log
Firecracker Void The Log
Firecracker The Log
Firecracker Electro Spirit
Firecracker The Log
The Log Firecracker
Void The Log Firecracker
Void
Firecracker Void The Log
Void Firecracker
Firecracker Void The Log
Firecracker Void
Firecracker The Log
Firecracker The Log
Firecracker The Log
Void Firecracker The Log
Firecracker The Log
Void The Log
Void
Void The Log
Void The Log
Firecracker The Log Electro Spirit
Firecracker Void The Log
Void The Log
Void Firecracker The Log
Firecracker
Electro Spirit Firecracker Void
Void
Void The Log
Void Electro Spirit Firecracker
Firecracker The Log
Electro Spirit Void
Firecracker
The Log
Void Firecracker
The Log Firecracker
Void
Firecracker
Electro Spirit Firecracker The Log
Firecracker Void
Void Firecracker The Log

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