My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Mediocre
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.

Miner Graveyard

Damage spells

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

Fireball Rage Freeze Lightning

Punishments

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

Miner Graveyard

Pump responses

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

Fireball 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Freeze

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.

Rage Clone Freeze 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.

Fireball 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.

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 Rage Clone Miner Fireball Freeze Graveyard Lightning

Shortest cycle

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

8 Mirror Rage Clone Miner

Attack Synergies 4 6

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.

Fireball
Mirror Graveyard Freeze Miner
Mirror
Fireball Miner Freeze Lightning Graveyard
Rage
Clone
Freeze
Graveyard Fireball Mirror
Lightning
Mirror
Miner
Mirror Fireball Graveyard
Graveyard
Fireball Freeze Mirror Miner

Defense Synergies 1 2

Fireball
Mirror Freeze Miner
Mirror
Fireball
Rage
Clone
Freeze
Fireball
Lightning
Miner
Fireball
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.

Lightning Fireball
Freeze Lightning
Lightning Fireball
Fireball Freeze
Lightning Fireball Freeze
Lightning Fireball
Miner
Fireball Freeze
Fireball
Fireball Freeze Lightning
Fireball Freeze
Fireball Freeze Lightning
Fireball
Fireball
Freeze Fireball
Fireball

Counters to secondary win conditions

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

Fireball
Fireball Lightning Miner
Lightning
Lightning Fireball
Fireball Freeze
Fireball Lightning
Freeze Lightning Fireball
Lightning Fireball
Lightning Fireball
Fireball
Fireball Freeze Lightning
Fireball 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.)

Fireball Lightning Freeze
Fireball Miner
Lightning Fireball Miner
Lightning Fireball Freeze
Fireball
Fireball Freeze
Fireball Freeze Lightning
Fireball Miner Lightning
Lightning Fireball
Lightning Miner Fireball
Fireball Lightning
Lightning Fireball Miner
Lightning Fireball Freeze
Lightning Fireball
Lightning Fireball
Lightning Fireball
Lightning Fireball Freeze
Lightning
Lightning Fireball
Lightning Fireball Miner
Lightning Fireball
Lightning Fireball
Lightning
Lightning Fireball
Freeze Fireball
Fireball Miner Lightning
Fireball Lightning Miner
Fireball Lightning Miner
Lightning Fireball
Lightning Fireball Freeze
Lightning Fireball
Lightning Fireball Miner
Lightning Fireball Freeze
Fireball Lightning
Lightning Fireball Freeze
Fireball Lightning
Freeze
Fireball
Fireball Lightning Miner
Fireball Lightning
Lightning Fireball
Fireball Freeze Lightning
Fireball Lightning
Lightning Fireball Freeze Miner

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