My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
RIP
Versatility
RIP
F2P score
Bad

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.

Flying Machine

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.

Flying Machine

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.

Zap Fireball Rage Freeze Lightning

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.

Fireball Goblin Barrel Lightning

Dropped at the bridge

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

Heal Spirit Flying Machine

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.

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
Giant Snowball
Flying Machine Goblin Barrel
Zap
Flying Machine Goblin Barrel
Barbarian Barrel
Heal Spirit Goblin Barrel
The Log
Heal Spirit Goblin Barrel
Earthquake
Goblin Barrel
Arrows
Heal Spirit Flying Machine Goblin Barrel
Royal Delivery
Heal Spirit Flying Machine Goblin Barrel
Fireball
Flying Machine Goblin Barrel
Poison
Flying Machine
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Freeze

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.

Heal Spirit Rage Freeze

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 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.

Heal Spirit Fireball 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Zap Rage Goblin Barrel Fireball Flying Machine Freeze Lightning

Shortest cycle

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

8 Heal Spirit Zap Rage Goblin Barrel

Attack Synergies 1 4

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.

Zap
Fireball Heal Spirit Flying Machine Freeze
Heal Spirit
Zap
Fireball
Zap Freeze
Flying Machine
Zap
Rage
Goblin Barrel
Freeze
Zap Fireball
Lightning

Defense Synergies 1 2

Zap
Fireball Flying Machine
Heal Spirit
Fireball
Zap Freeze
Flying Machine
Zap
Rage
Goblin Barrel
Freeze
Fireball
Lightning

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 Zap Fireball Flying Machine
Zap Flying Machine
Freeze Lightning
Lightning Fireball
Fireball Freeze Zap Flying Machine
Lightning Zap Fireball Flying Machine Freeze
Lightning Zap Fireball Flying Machine
Zap Fireball Flying Machine Freeze
Zap Fireball Flying Machine
Zap Fireball Flying Machine Freeze Lightning
Fireball Zap Freeze
Zap Fireball Freeze Lightning
Fireball
Fireball Zap Flying Machine
Zap Freeze Fireball Flying Machine
Fireball Flying Machine

Counters to secondary win conditions

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

Zap Fireball
Fireball Zap Flying Machine Lightning
Zap Lightning
Lightning Zap Fireball
Fireball Zap Flying Machine Freeze
Fireball Flying Machine Lightning
Zap Freeze Lightning Fireball Flying Machine
Flying Machine
Lightning Zap Fireball
Lightning Fireball
Fireball Flying Machine
Zap Fireball Flying Machine Freeze Lightning
Zap Fireball Flying Machine 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 Flying Machine Freeze
Fireball Zap Flying Machine
Lightning Fireball Flying Machine
Lightning Fireball Flying Machine Freeze
Fireball Zap
Fireball Zap Flying Machine Freeze
Flying Machine
Fireball Zap Flying Machine Freeze Lightning
Fireball Zap Flying Machine Lightning
Lightning Fireball
Lightning Zap Fireball Flying Machine
Fireball Lightning Zap Flying Machine
Flying Machine Lightning Fireball
Lightning Fireball Flying Machine Freeze
Lightning Zap Fireball Flying Machine
Lightning Zap Fireball Flying Machine
Lightning Fireball Flying Machine
Lightning Fireball Freeze
Lightning
Lightning Zap Fireball Flying Machine
Lightning Zap Fireball Flying Machine
Lightning Fireball
Lightning Fireball
Lightning
Lightning Zap Fireball Flying Machine
Zap Freeze Fireball
Fireball Zap Flying Machine Lightning
Fireball Lightning Zap Flying Machine
Fireball Lightning Zap
Lightning Zap Fireball Flying Machine
Zap Lightning Fireball Flying Machine Freeze
Lightning Fireball
Lightning Zap Fireball
Zap Lightning Fireball Freeze
Fireball Lightning
Zap Lightning Fireball Flying Machine Freeze
Fireball Lightning Zap Flying Machine
Freeze
Fireball
Fireball Lightning Flying Machine
Zap Fireball Flying Machine Lightning
Lightning Zap Fireball
Flying Machine
Zap Fireball Flying Machine Freeze Lightning
Zap Fireball Flying Machine Lightning
Lightning Zap Fireball Flying Machine Freeze

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