My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 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 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!
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.

Fire Spirit

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.

Missing

Damage spells

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

Zap Arrows Fireball Rocket Lightning The Log

Pump responses

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

Fireball Rocket Lightning

Dropped at the bridge

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

Fire Spirit

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
Skeleton Army
Giant Snowball
Fire Spirit Skeleton Army
Zap
Fire Spirit Skeleton Army
Barbarian Barrel
Fire Spirit Skeleton Army
The Log
Fire Spirit Skeleton Army
Earthquake
Skeleton Army
Arrows
Fire Spirit Skeleton Army
Royal Delivery
Fire Spirit Skeleton Army
Fireball
Skeleton Army
Poison
Skeleton Army
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Fireball Rocket The Log

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.

Fire Spirit Arrows Rocket Skeleton Army

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 Skeleton Army

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.

Fire Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap The Log Arrows Skeleton Army Fireball Rocket Lightning

Shortest cycle

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

8 Fire Spirit Zap The Log Arrows

Attack Synergies 3 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.

Fire Spirit
Zap
Zap
Arrows Fireball Fire Spirit The Log
Arrows
Zap Fireball Lightning
Fireball
Zap Arrows The Log
Rocket
Skeleton Army
Lightning
Arrows
The Log
Zap Fireball

Defense Synergies 2 10

Fire Spirit
Zap The Log
Zap
Fireball Fire Spirit Arrows Skeleton Army The Log
Arrows
Zap Fireball Lightning
Fireball
Zap The Log Arrows
Rocket
The Log
Skeleton Army
Zap The Log
Lightning
Arrows The Log
The Log
Fireball Fire Spirit Zap Rocket Skeleton Army 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.

Rocket Lightning Zap Fireball The Log
Skeleton Army Zap The Log
Rocket Skeleton Army Fire Spirit Lightning
Skeleton Army
Lightning Arrows Fireball Rocket Skeleton Army The Log
Arrows Fireball Skeleton Army The Log Fire Spirit Zap
Rocket Lightning Fire Spirit Zap Arrows Fireball
Rocket Lightning Zap Arrows Fireball The Log
Skeleton Army
Skeleton Army Fire Spirit
Skeleton Army Zap Arrows Fireball The Log
Arrows Zap Fireball
Skeleton Army Fire Spirit Zap Fireball Rocket Lightning The Log
Fire Spirit Fireball Rocket Skeleton Army Zap Arrows The Log
Skeleton Army
Rocket Skeleton Army Zap Fireball Lightning The Log
Arrows Fireball Skeleton Army
Fire Spirit Arrows Fireball Zap Skeleton Army The Log
Zap Arrows The Log Fire Spirit Fireball
Skeleton Army Fire Spirit Arrows Fireball The Log

Counters to secondary win conditions

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

Skeleton Army Zap Fireball
Fireball Zap Arrows Rocket Lightning The Log
Skeleton Army Zap Rocket Lightning The Log
Rocket Skeleton Army Lightning Zap Fireball The Log
Skeleton Army
Fire Spirit Arrows Fireball Rocket Zap
Rocket Skeleton Army Fireball Lightning
Skeleton Army
Zap Rocket Lightning Fireball Skeleton Army The Log
Skeleton Army
Rocket Skeleton Army Lightning Zap Arrows Fireball The Log
Rocket Skeleton Army Lightning Fireball
Fireball Skeleton Army
Skeleton Army Zap Fireball Rocket Lightning The Log
Arrows Zap 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.)

Fireball Lightning Arrows Rocket The Log
Arrows Fireball Zap The Log
Rocket Lightning Arrows Fireball The Log
Lightning Arrows Fireball Rocket The Log
Fireball Rocket Fire Spirit Zap Arrows The Log
Arrows Fireball Fire Spirit Zap Rocket
Fire Spirit Arrows The Log
Arrows Fireball The Log Fire Spirit Zap Lightning
Arrows Fireball The Log Zap Lightning
Rocket Lightning Fire Spirit Fireball
Rocket Lightning Zap Arrows Fireball The Log
Fireball Lightning Fire Spirit Zap Arrows Rocket
Rocket Lightning Fire Spirit Fireball The Log
Lightning Arrows Fireball Rocket
Lightning Zap Arrows Fireball The Log
Rocket Lightning Zap Arrows Fireball The Log
Lightning Arrows Fireball Rocket The Log
Lightning Arrows Fireball Rocket
Rocket Lightning
Rocket Lightning Fire Spirit Zap Arrows Fireball The Log
Rocket Lightning Fire Spirit Zap Arrows Fireball The Log
Rocket Lightning Fireball The Log
Rocket Lightning Arrows Fireball
Rocket Lightning The Log
Rocket Lightning Zap Arrows Fireball The Log
Zap Arrows The Log Fire Spirit Fireball
Arrows Fireball The Log Zap Lightning
Fireball Lightning Zap Arrows The Log
Fireball Rocket Lightning Zap Arrows The Log
Lightning Fire Spirit Zap Arrows Fireball
Zap Rocket Lightning Fireball
Lightning Fireball
Lightning Zap Arrows Fireball Rocket The Log
Zap Rocket Lightning Arrows Fireball
Rocket Arrows Fireball Lightning The Log
Zap Lightning Fire Spirit Fireball Rocket Skeleton Army
Fireball Rocket Lightning Fire Spirit Zap Arrows
Arrows The Log Fireball
Fireball Lightning Rocket
Arrows The Log Zap Fireball Lightning
Rocket Lightning Zap Arrows Fireball
Zap Fireball Rocket Lightning The Log
Zap Fireball Rocket Lightning
Lightning Zap Fireball Rocket The Log

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