My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Great!
Versatility
Bad
F2P score
Good

1 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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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.

Bats

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.

Bats Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Zap Arrows Earthquake Fireball Barbarian Barrel The Log

Pump responses

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

Earthquake Fireball

Dropped at the bridge

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

Barbarian Barrel 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.

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
Bats
Giant Snowball
Bats
Zap
Bats
Barbarian Barrel
The Log
Earthquake
Arrows
Bats
Royal Delivery
Bats
Fireball
Poison
Bats
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Earthquake Fireball Barbarian Barrel 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.

Bats Arrows Golem

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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Bats Zap Barbarian Barrel The Log Arrows Earthquake Fireball Golem

Shortest cycle

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

8 Bats Zap Barbarian Barrel The Log

Attack Synergies 7 13

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.

Bats
Zap Barbarian Barrel Golem
Zap
Arrows Earthquake Fireball Bats Barbarian Barrel Golem The Log
Arrows
Zap Fireball Golem Earthquake
Earthquake
Zap Golem Arrows Fireball Barbarian Barrel The Log
Fireball
Zap Arrows Golem Earthquake The Log
Barbarian Barrel
Bats Zap Earthquake Golem
Golem
Arrows Earthquake Fireball Bats Zap Barbarian Barrel The Log
The Log
Zap Earthquake Fireball Golem

Defense Synergies 3 13

Bats
Zap Earthquake Barbarian Barrel The Log
Zap
Fireball Bats Arrows Earthquake Barbarian Barrel The Log
Arrows
Zap Fireball Barbarian Barrel
Earthquake
Bats Zap Fireball Barbarian Barrel The Log
Fireball
Zap Barbarian Barrel The Log Arrows Earthquake
Barbarian Barrel
Fireball Bats Zap Arrows Earthquake
Golem
The Log
Fireball Bats Zap Earthquake

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 Zap Fireball Barbarian Barrel The Log
Bats Zap The Log
Bats
Bats
Arrows Earthquake Fireball Barbarian Barrel The Log
Arrows Fireball Barbarian Barrel The Log Bats Zap Earthquake
Bats Zap Arrows Fireball
Earthquake Zap Arrows Fireball Barbarian Barrel The Log
Barbarian Barrel
Bats Zap Arrows Earthquake Fireball Barbarian Barrel The Log
Arrows Bats Zap Fireball
Bats Zap Earthquake Fireball The Log
Fireball Bats Zap Arrows Earthquake Barbarian Barrel The Log
Zap Fireball The Log
Bats Arrows Fireball
Arrows Fireball Bats Zap Barbarian Barrel The Log
Zap Arrows Earthquake Barbarian Barrel The Log Bats Fireball
Bats Arrows Earthquake Fireball Barbarian Barrel The Log

Counters to secondary win conditions

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

Zap Fireball Barbarian Barrel
Fireball Zap Arrows Barbarian Barrel The Log
Bats Zap The Log
Bats Zap Fireball Barbarian Barrel The Log
Arrows Fireball Bats Zap
Bats Fireball
Zap Bats Fireball Barbarian Barrel The Log
Bats
Zap Arrows Fireball The Log
Fireball
Fireball
Bats Zap Fireball Barbarian Barrel The Log
Bats Arrows Zap Earthquake Fireball Barbarian Barrel 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 Fireball Arrows Barbarian Barrel The Log
Arrows Fireball Zap Barbarian Barrel The Log
Earthquake Arrows Fireball Barbarian Barrel The Log
Earthquake Arrows Fireball Barbarian Barrel The Log
Fireball Zap Arrows Earthquake Barbarian Barrel The Log
Arrows Fireball Bats Zap
Arrows Earthquake The Log
Arrows Earthquake Fireball The Log Zap Barbarian Barrel
Arrows Fireball The Log Zap
Bats Fireball
Zap Arrows Earthquake Fireball Barbarian Barrel The Log
Fireball Zap Arrows
Earthquake Fireball Barbarian Barrel The Log
Earthquake Arrows Fireball Barbarian Barrel
Earthquake Zap Arrows Fireball Barbarian Barrel The Log
Earthquake Zap Arrows Fireball Barbarian Barrel The Log
Earthquake Arrows Fireball Barbarian Barrel The Log
Arrows Earthquake Fireball Barbarian Barrel
Bats
Zap Arrows Earthquake Fireball Barbarian Barrel The Log
Zap Arrows Earthquake Fireball Barbarian Barrel The Log
Earthquake Fireball The Log
Arrows Fireball
The Log
Earthquake Zap Arrows Fireball Barbarian Barrel The Log
Zap Arrows Earthquake The Log Fireball Barbarian Barrel
Arrows Fireball The Log Zap Earthquake Barbarian Barrel
Fireball Zap Arrows The Log
Fireball Zap Arrows Barbarian Barrel The Log
Bats Zap Arrows Fireball
Zap Bats Fireball
Fireball
Zap Arrows Earthquake Fireball The Log
Zap Arrows Fireball
Arrows Earthquake Fireball The Log
Zap Earthquake Bats Fireball Barbarian Barrel
Fireball Zap Arrows
Arrows The Log Fireball Barbarian Barrel
Fireball
Arrows The Log Zap Earthquake Fireball
Zap Arrows Fireball
Zap Bats Fireball The Log
Bats Zap Fireball
Zap Fireball Barbarian Barrel The Log

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