My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Bad
Versatility
RIP
F2P score
Mediocre

3 problems 4 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 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.

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.

Royal Hogs

Damage spells

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

Zap Fireball Rage Tornado Freeze

Punishments

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

Royal Hogs

Pump responses

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

Fireball

Dropped at the bridge

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

Fire Spirit Royal Hogs

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.

Royal Hogs

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball Tornado Freeze

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 Rage Tornado Freeze

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.

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Fire Spirit Zap Rage Tornado Fireball Freeze Royal Hogs

Shortest cycle

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

5 Mirror Fire Spirit Zap Rage

Attack Synergies 5 9

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 Royal Hogs
Zap
Fireball Mirror Tornado Fire Spirit Royal Hogs Freeze
Fireball
Zap Mirror Tornado Royal Hogs Freeze
Royal Hogs
Fire Spirit Zap Fireball
Mirror
Zap Fireball Tornado Freeze
Rage
Tornado
Zap Fireball Mirror Freeze
Freeze
Zap Fireball Mirror Tornado

Defense Synergies 5 4

Fire Spirit
Zap Tornado
Zap
Fireball Mirror Fire Spirit Tornado
Fireball
Zap Mirror Tornado Freeze
Royal Hogs
Mirror
Zap Fireball Tornado
Rage
Tornado
Fireball Mirror Fire Spirit Zap
Freeze
Fireball

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.

Zap Fireball
Zap
Tornado Fire Spirit Freeze
Fireball Tornado
Fireball Tornado Freeze Fire Spirit Zap
Tornado Fire Spirit Zap Fireball Freeze
Zap Fireball
Tornado
Tornado Fire Spirit
Zap Fireball Tornado Freeze
Zap Fireball Tornado
Fire Spirit Zap Fireball Freeze
Fire Spirit Fireball Zap Tornado Freeze
Tornado Zap Fireball Freeze
Fireball Tornado
Fire Spirit Fireball Zap Tornado
Zap Tornado Freeze Fire Spirit Fireball
Tornado
Fire Spirit Fireball

Counters to secondary win conditions

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

Zap Fireball
Fireball Zap
Zap
Zap Fireball Tornado
Fire Spirit Fireball Zap Tornado Freeze
Fireball
Zap Freeze Fireball Tornado
Zap Fireball Tornado
Fireball
Fireball
Zap Fireball Tornado Freeze
Zap Fireball 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 Freeze
Fireball Zap Tornado
Fireball
Fireball Freeze
Fireball Fire Spirit Zap
Fireball Fire Spirit Zap Tornado Freeze
Fire Spirit Tornado
Fireball Fire Spirit Zap Tornado Freeze
Fireball Zap Tornado
Fire Spirit Fireball Tornado
Zap Fireball Tornado
Fireball Fire Spirit Zap Tornado
Fire Spirit Fireball
Fireball Freeze
Zap Fireball
Zap Fireball
Fireball
Fireball Tornado Freeze
Fire Spirit Zap Fireball
Fire Spirit Zap Fireball Tornado
Fireball
Fireball Tornado
Tornado
Zap Fireball
Zap Tornado Freeze Fire Spirit Fireball
Fireball Zap Tornado
Fireball Zap Tornado
Fireball Zap Tornado
Fire Spirit Zap Fireball Tornado
Zap Fireball Freeze
Fireball
Zap Fireball
Zap Fireball Freeze
Fireball
Zap Fire Spirit Fireball Freeze
Fireball Fire Spirit Zap Tornado
Freeze
Fireball
Fireball
Zap Fireball
Zap Fireball Tornado
Zap Fireball Tornado Freeze
Zap Fireball Tornado
Zap Fireball Tornado Freeze

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