My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Good
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 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 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.

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

Damage spells

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

Zap Arrows Rocket Poison Lightning The Log

Punishments

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

Miner

Pump responses

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

Rocket Poison Lightning Miner

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Rocket Poison 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.

Arrows Rocket Poison Miner

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.

Mirror Zap The Log Arrows Miner Poison Rocket Lightning

Shortest cycle

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

7 Mirror Zap The Log Arrows

Attack Synergies 7 10

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
Arrows Mirror Miner Poison The Log
Arrows
Zap Mirror Lightning Miner
Rocket
Mirror Miner
Mirror
Zap Arrows The Log Miner Rocket Poison Lightning
Poison
Miner Zap Mirror The Log
Lightning
Arrows Mirror
The Log
Mirror Zap Poison Miner
Miner
Zap Mirror Poison Arrows Rocket The Log

Defense Synergies 2 11

Zap
Mirror Arrows Poison The Log Miner
Arrows
Mirror Zap Lightning
Rocket
The Log
Mirror
Zap Arrows Poison The Log
Poison
Zap Mirror The Log
Lightning
Arrows The Log
The Log
Zap Rocket Mirror Poison Lightning Miner
Miner
Zap The Log

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.

Rocket Lightning Zap The Log
Zap The Log
Rocket Lightning
Lightning Arrows Rocket Poison The Log
Arrows The Log Zap
Rocket Lightning Zap Arrows Poison
Rocket Lightning Zap Arrows Poison The Log
Miner
Poison Zap Arrows The Log
Arrows Zap Poison
Zap Rocket Lightning The Log
Rocket Zap Arrows Poison The Log
Rocket Zap Lightning The Log
Arrows Poison
Arrows Zap The Log
Zap Arrows Poison The Log
Arrows Poison The Log

Counters to secondary win conditions

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

Zap
Poison Zap Arrows Rocket Lightning The Log Miner
Zap Rocket Lightning The Log
Rocket Lightning Zap The Log
Arrows Rocket Poison Zap
Rocket Lightning
Zap Rocket Lightning Poison The Log
Rocket Lightning Zap Arrows Poison The Log
Rocket Lightning
Zap Rocket Poison Lightning The Log
Arrows Poison Zap 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.)

Poison Lightning Arrows Rocket The Log
Arrows Poison Zap The Log Miner
Rocket Lightning Arrows Poison The Log Miner
Lightning Arrows Rocket Poison The Log
Rocket Poison Zap Arrows The Log
Arrows Poison Zap Rocket
Arrows Poison The Log
Arrows Poison The Log Zap Lightning
Arrows Poison The Log Miner Zap Lightning
Rocket Lightning Poison
Rocket Poison Lightning Miner Zap Arrows The Log
Poison Lightning Zap Arrows Rocket
Rocket Poison Lightning The Log Miner
Lightning Arrows Rocket Poison
Lightning Zap Arrows Poison The Log
Rocket Lightning Zap Arrows Poison The Log
Lightning Arrows Rocket Poison The Log
Lightning Arrows Rocket Poison
Rocket Lightning
Rocket Lightning Zap Arrows Poison The Log
Rocket Lightning Zap Arrows Poison The Log Miner
Rocket Lightning Poison The Log
Rocket Lightning Arrows Poison
Rocket Lightning The Log
Rocket Lightning Zap Arrows Poison The Log
Zap Arrows Poison The Log
Arrows Poison The Log Miner Zap Lightning
Lightning Zap Arrows Poison The Log Miner
Rocket Poison Lightning Miner Zap Arrows The Log
Poison Lightning Zap Arrows
Zap Rocket Lightning Poison
Lightning
Poison Lightning Zap Arrows Rocket The Log Miner
Zap Rocket Lightning Arrows Poison
Rocket Arrows Poison Lightning The Log
Zap Lightning Rocket
Rocket Poison Lightning Zap Arrows
Arrows The Log
Poison Lightning Miner Rocket
Arrows The Log Zap Poison Lightning
Rocket Lightning Zap Arrows Poison
Zap Rocket Poison Lightning The Log
Zap Rocket Poison Lightning
Poison Lightning Zap Rocket The Log Miner

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: