My Best Clash Royale Deck

Deck Check Rating

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

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.

Arrows Rocket Tornado 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.

Arrows Rocket Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Rocket Tornado 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 Tornado 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror The Log Arrows Tornado Miner Poison Rocket Lightning

Shortest cycle

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

8 Mirror The Log Arrows Tornado

Attack Synergies 5 11

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.

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

Defense Synergies 3 10

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

Counters to secondary win conditions

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

Poison Arrows Rocket Lightning The Log Miner
Rocket Lightning The Log
Rocket Lightning Tornado The Log
Arrows Rocket Poison Tornado
Rocket Lightning
Rocket Lightning Tornado Poison The Log
Rocket Lightning Arrows Tornado Poison The Log
Rocket Lightning
Rocket Tornado Poison Lightning The Log
Arrows Poison 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 Tornado The Log Miner
Rocket Lightning Arrows Poison The Log Miner
Lightning Arrows Rocket Poison The Log
Rocket Poison Arrows The Log
Arrows Poison Rocket Tornado
Arrows Tornado Poison The Log
Arrows Poison The Log Tornado Lightning
Arrows Poison The Log Miner Tornado Lightning
Rocket Lightning Tornado Poison
Rocket Poison Lightning Miner Arrows Tornado The Log
Poison Lightning Arrows Rocket Tornado
Rocket Poison Lightning The Log Miner
Lightning Arrows Rocket Poison
Lightning Arrows Poison The Log
Rocket Lightning Arrows Poison The Log
Lightning Arrows Rocket Poison The Log
Lightning Arrows Rocket Tornado Poison
Rocket Lightning
Rocket Lightning Arrows Poison The Log
Rocket Lightning Arrows Tornado Poison The Log Miner
Rocket Lightning Poison The Log
Rocket Lightning Arrows Tornado Poison
Rocket Tornado Lightning The Log
Rocket Lightning Arrows Poison The Log
Arrows Tornado Poison The Log
Arrows Poison The Log Miner Tornado Lightning
Lightning Arrows Tornado Poison The Log Miner
Rocket Poison Lightning Miner Arrows Tornado The Log
Poison Lightning Arrows Tornado
Rocket Lightning Poison
Lightning
Poison Lightning Arrows Rocket The Log Miner
Rocket Lightning Arrows Poison
Rocket Arrows Poison Lightning The Log
Lightning Rocket
Rocket Poison Lightning Arrows Tornado
Arrows The Log
Poison Lightning Miner Rocket
Arrows The Log Poison Lightning
Rocket Lightning Arrows Tornado Poison
Rocket Tornado Poison Lightning The Log
Rocket Tornado Poison Lightning
Poison Lightning Rocket Tornado The Log Miner

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