My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 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 ground units!

You don't have any ground unit. You need those to stop or distract certain ground units. 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 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.

Graveyard

Damage spells

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

Zap Arrows Earthquake Fireball Poison The Log

Punishments

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

Graveyard

Pump responses

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

Earthquake Fireball Poison Graveyard

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.

Graveyard

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Earthquake Fireball 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 Poison

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 Graveyard

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.

Mediocre

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 Earthquake Fireball Poison Graveyard

Shortest cycle

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

7 Mirror Zap The Log Arrows

Attack Synergies 12 12

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 Earthquake Fireball Mirror Graveyard Poison The Log
Arrows
Zap Fireball Mirror Graveyard Earthquake
Earthquake
Zap Arrows Fireball Mirror The Log Graveyard
Fireball
Zap Arrows Mirror Graveyard Earthquake The Log
Mirror
Zap Arrows Fireball The Log Earthquake Poison Graveyard
Poison
Graveyard Zap Mirror The Log
The Log
Mirror Zap Earthquake Fireball Poison Graveyard
Graveyard
Zap Arrows Fireball Poison Earthquake Mirror The Log

Defense Synergies 5 10

Zap
Fireball Mirror Arrows Earthquake Poison The Log
Arrows
Mirror Zap Fireball
Earthquake
Zap Fireball The Log
Fireball
Zap Mirror The Log Arrows Earthquake
Mirror
Zap Arrows Fireball Poison The Log
Poison
Zap Mirror The Log
The Log
Fireball Zap Earthquake Mirror Poison
Graveyard

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 The Log
Zap The Log
Arrows Earthquake Fireball Poison The Log
Arrows Fireball The Log Zap Earthquake
Zap Arrows Fireball Poison
Earthquake Zap Arrows Fireball Poison The Log
Poison Zap Arrows Earthquake Fireball The Log
Arrows Zap Fireball Poison
Zap Earthquake Fireball The Log
Fireball Zap Arrows Earthquake Poison The Log
Zap Fireball The Log
Arrows Fireball Poison
Arrows Fireball Zap The Log
Zap Arrows Earthquake Poison The Log Fireball
Arrows Earthquake Fireball Poison The Log

Counters to secondary win conditions

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

Zap Fireball
Fireball Poison Zap Arrows The Log
Zap The Log
Zap Fireball The Log
Arrows Fireball Poison Zap
Fireball
Zap Fireball Poison The Log
Zap Arrows Fireball Poison The Log
Fireball
Fireball
Zap Fireball Poison The Log
Arrows Poison Zap Earthquake Fireball 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 Poison Arrows The Log
Arrows Fireball Poison Zap The Log
Earthquake Arrows Fireball Poison The Log
Earthquake Arrows Fireball Poison The Log
Fireball Poison Zap Arrows Earthquake The Log
Arrows Fireball Poison Zap
Arrows Earthquake Poison The Log
Arrows Earthquake Fireball Poison The Log Zap
Arrows Fireball Poison The Log Zap
Fireball Poison
Poison Zap Arrows Earthquake Fireball The Log
Fireball Poison Zap Arrows
Earthquake Poison Fireball The Log
Earthquake Arrows Fireball Poison
Earthquake Zap Arrows Fireball Poison The Log
Earthquake Zap Arrows Fireball Poison The Log
Earthquake Arrows Fireball Poison The Log
Arrows Earthquake Fireball Poison
Zap Arrows Earthquake Fireball Poison The Log
Zap Arrows Earthquake Fireball Poison The Log
Earthquake Fireball Poison The Log
Arrows Fireball Poison
The Log
Earthquake Zap Arrows Fireball Poison The Log
Zap Arrows Earthquake Poison The Log Fireball
Arrows Fireball Poison The Log Zap Earthquake
Fireball Zap Arrows Poison The Log
Fireball Poison Zap Arrows The Log
Poison Zap Arrows Fireball
Zap Fireball Poison
Fireball
Poison Zap Arrows Earthquake Fireball The Log
Zap Arrows Fireball Poison
Arrows Earthquake Fireball Poison The Log
Zap Earthquake Fireball
Fireball Poison Zap Arrows
Arrows The Log Fireball
Fireball Poison
Arrows The Log Zap Earthquake Fireball Poison
Zap Arrows Fireball Poison
Zap Fireball Poison The Log
Zap Fireball Poison
Poison Zap Fireball The Log

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