My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Minion Horde

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.

Battle Ram Giant Skeleton Golem

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram Golem

Damage spells

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

Earthquake Tornado The Log

Punishments

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

Battle Ram

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Minion Horde Battle Ram Giant Skeleton Golem

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.

Giant Skeleton Golem

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
Minion Horde Battle Ram Giant Skeleton
Giant Snowball
Fire Spirit Minion Horde Battle Ram
Zap
Fire Spirit Minion Horde Battle Ram
Barbarian Barrel
Fire Spirit Battle Ram Giant Skeleton
The Log
Fire Spirit Battle Ram Giant Skeleton
Earthquake
Arrows
Fire Spirit Minion Horde
Royal Delivery
Fire Spirit Minion Horde Battle Ram Giant Skeleton
Fireball
Minion Horde Battle Ram
Poison
Minion Horde
Lightning
Battle Ram
Rocket
Minion Horde

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Tornado The Log

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.

Fire Spirit Battle Ram Tornado Giant Skeleton Golem

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 Minion Horde

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Earthquake Tornado Battle Ram Minion Horde Giant Skeleton Golem

Shortest cycle

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

9 Fire Spirit The Log Earthquake Tornado

Attack Synergies 2 16

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.

Fire Spirit
Battle Ram Giant Skeleton Golem
Minion Horde
Battle Ram Giant Skeleton Golem
Earthquake
Golem Battle Ram Tornado Giant Skeleton The Log
Battle Ram
The Log Fire Spirit Minion Horde Earthquake Tornado
Tornado
Earthquake Battle Ram Giant Skeleton Golem The Log
Giant Skeleton
Fire Spirit Minion Horde Earthquake Tornado The Log
Golem
Earthquake Fire Spirit Minion Horde Tornado The Log
The Log
Battle Ram Earthquake Tornado Giant Skeleton Golem

Defense Synergies 0 10

Fire Spirit
Tornado Giant Skeleton The Log
Minion Horde
Tornado The Log
Earthquake
Tornado The Log
Battle Ram
Tornado
Fire Spirit Minion Horde Earthquake Giant Skeleton The Log
Giant Skeleton
Fire Spirit Tornado The Log
Golem
The Log
Fire Spirit Minion Horde Earthquake Tornado Giant Skeleton

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 Minion Horde The Log
Minion Horde The Log
Minion Horde Tornado Fire Spirit Giant Skeleton
Minion Horde
Earthquake Tornado Giant Skeleton The Log
Tornado The Log Fire Spirit Earthquake
Minion Horde Tornado Fire Spirit
Earthquake Giant Skeleton The Log
Minion Horde Tornado
Tornado Fire Spirit Minion Horde Giant Skeleton
Minion Horde Earthquake Tornado Giant Skeleton The Log
Minion Horde Tornado
Minion Horde Fire Spirit Earthquake Giant Skeleton The Log
Fire Spirit Minion Horde Earthquake Tornado The Log
Minion Horde
Minion Horde Tornado The Log
Minion Horde Tornado
Fire Spirit Minion Horde Tornado The Log
Earthquake Tornado The Log Fire Spirit Giant Skeleton
Tornado
Fire Spirit Minion Horde Earthquake Giant Skeleton The Log

Counters to secondary win conditions

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

Giant Skeleton
The Log
Giant Skeleton Minion Horde The Log
Giant Skeleton Minion Horde Tornado The Log
Giant Skeleton Minion Horde
Fire Spirit Minion Horde Tornado
Minion Horde Giant Skeleton
Giant Skeleton Minion Horde
Minion Horde Giant Skeleton Tornado The Log
Minion Horde
Minion Horde Giant Skeleton
Tornado Giant Skeleton The Log
Giant Skeleton Minion Horde
Minion Horde
Minion Horde Tornado Giant Skeleton The Log
Minion Horde Earthquake Giant Skeleton 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 Minion Horde Giant Skeleton The Log
Tornado The Log
Earthquake Minion Horde Giant Skeleton The Log
Earthquake Giant Skeleton The Log
Fire Spirit Minion Horde Earthquake The Log
Fire Spirit Minion Horde Tornado
Fire Spirit Minion Horde Earthquake Tornado The Log
Earthquake The Log Fire Spirit Tornado
The Log Tornado
Fire Spirit Minion Horde Tornado
Minion Horde Earthquake Tornado The Log
Fire Spirit Tornado
Earthquake Fire Spirit The Log
Earthquake Minion Horde
Earthquake The Log
Earthquake Minion Horde The Log
Earthquake Minion Horde The Log
Earthquake Tornado
Minion Horde
Fire Spirit Earthquake The Log
Fire Spirit Earthquake Tornado The Log
Minion Horde Earthquake Giant Skeleton The Log
Tornado
Tornado The Log
Earthquake Minion Horde The Log
Earthquake Tornado The Log Fire Spirit
Minion Horde
The Log Earthquake Tornado
Tornado The Log
Tornado The Log
Fire Spirit Minion Horde Tornado
Minion Horde
Minion Horde
Minion Horde Earthquake The Log
Minion Horde
Minion Horde Giant Skeleton
Earthquake The Log
Minion Horde Earthquake Fire Spirit
Fire Spirit Tornado
The Log
Minion Horde
The Log Earthquake
Tornado Giant Skeleton
Minion Horde
Minion Horde Tornado Giant Skeleton The Log
Tornado
Tornado Giant Skeleton The Log

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