My Best Clash Royale Deck

Deck Check Rating

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

2 problems 7 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. 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 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 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing one of these:

Let's fix it!

Let's fix it!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. 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.

Tesla

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon Tesla Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Tesla

Offensive cards

Win conditions

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

Missing

Damage spells

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

Fireball Rocket Tornado Freeze Poison

Pump responses

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

Fireball Rocket Poison

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
Giant Snowball
Cannon
Zap
Cannon
Barbarian Barrel
Cannon Tesla Bomb Tower
The Log
Cannon
Earthquake
Cannon Tesla Bomb Tower
Arrows
Royal Delivery
Fireball
Cannon Tesla Bomb Tower
Poison
Cannon Bomb Tower
Lightning
Cannon Tesla Bomb Tower
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Fireball Rocket Tornado Freeze Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Bomb Tower Rocket Tornado Freeze Poison

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.

Rocket Tornado Freeze 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

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.

Cannon Tornado Tesla Fireball Bomb Tower Freeze Poison Rocket

Shortest cycle

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

14 Cannon Tornado Tesla Fireball

Attack Synergies 2 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.

Cannon
Tesla
Fireball
Tornado Freeze
Bomb Tower
Rocket
Tornado
Tornado
Fireball Rocket Freeze Poison
Freeze
Fireball Tornado Poison
Poison
Tornado Freeze

Defense Synergies 3 9

Cannon
Fireball Rocket Poison
Tesla
Fireball Tornado Poison
Fireball
Tornado Cannon Tesla Bomb Tower Freeze
Bomb Tower
Tornado Fireball
Rocket
Tornado Cannon
Tornado
Fireball Bomb Tower Rocket Tesla Poison
Freeze
Fireball
Poison
Cannon Tesla Tornado

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 Cannon Tesla Fireball
Bomb Tower Cannon Tesla
Cannon Tesla Bomb Tower Rocket Tornado Freeze
Cannon Tesla Bomb Tower
Fireball Bomb Tower Rocket Tornado Poison
Fireball Tornado Freeze Cannon Tesla Bomb Tower
Tesla Rocket Tornado Cannon Fireball Bomb Tower Freeze Poison
Rocket Cannon Tesla Fireball Bomb Tower Poison
Cannon Tesla Bomb Tower Tornado
Tornado Cannon Tesla
Poison Cannon Tesla Fireball Bomb Tower Tornado Freeze
Tesla Fireball Tornado Poison
Cannon Tesla Bomb Tower Fireball Rocket Freeze
Fireball Bomb Tower Rocket Cannon Tesla Tornado Freeze Poison
Cannon Tesla Bomb Tower
Bomb Tower Rocket Tornado Cannon Tesla Fireball Freeze
Tesla Bomb Tower Cannon Fireball Tornado Poison
Cannon Tesla Fireball Bomb Tower Tornado
Bomb Tower Tornado Freeze Poison Cannon Tesla Fireball
Cannon Tesla Bomb Tower Tornado
Cannon Tesla Fireball Bomb Tower Poison

Counters to secondary win conditions

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

Tesla Fireball
Fireball Poison Tesla Bomb Tower Rocket
Bomb Tower Rocket
Rocket Tesla Fireball Tornado
Cannon Tesla
Fireball Rocket Poison Tesla Bomb Tower Tornado Freeze
Rocket Tesla Fireball Bomb Tower
Tesla Bomb Tower
Rocket Freeze Fireball Bomb Tower Tornado Poison
Cannon Tesla
Tesla Bomb Tower
Rocket Fireball Tornado Poison
Rocket Cannon Tesla Fireball Bomb Tower
Cannon Tesla Fireball Bomb Tower
Tesla Fireball Bomb Tower Rocket Tornado Freeze Poison
Poison Cannon Tesla Fireball Bomb Tower 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 Poison Rocket Freeze
Fireball Poison Tornado
Rocket Fireball Poison
Fireball Rocket Freeze Poison
Fireball Rocket Poison
Fireball Poison Rocket Tornado Freeze
Tornado Poison
Fireball Poison Tornado Freeze
Fireball Poison Tornado
Rocket Fireball Tornado Poison
Rocket Poison Fireball Tornado
Fireball Poison Rocket Tornado
Rocket Poison Fireball
Fireball Rocket Freeze Poison
Fireball Poison
Rocket Fireball Poison
Fireball Rocket Poison
Fireball Rocket Tornado Freeze Poison
Rocket
Rocket Fireball Poison
Rocket Fireball Tornado Poison
Rocket Fireball Poison
Rocket Fireball Tornado Poison
Rocket Tornado
Rocket Fireball Poison
Tornado Freeze Poison Fireball
Fireball Poison Tornado
Fireball Tornado Poison
Fireball Rocket Poison Tornado
Poison Fireball Tornado
Rocket Fireball Freeze Poison
Fireball
Poison Fireball Rocket
Rocket Fireball Freeze Poison
Rocket Fireball Poison
Fireball Rocket Freeze
Fireball Rocket Poison Tornado
Freeze
Fireball
Fireball Poison Rocket
Fireball Poison
Rocket Fireball Tornado Poison
Fireball Rocket Tornado Freeze Poison
Fireball Rocket Tornado Poison
Poison Fireball Rocket Tornado Freeze

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