My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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 cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of 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.

Skeletons Bomber

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.

Arrows Rocket Rage

Punishments

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

Elite Barbarians

Pump responses

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

Rocket

Dropped at the bridge

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

Elite Barbarians Heal Spirit

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.

Elite Barbarians

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
Skeletons Bomber Elite Barbarians
Giant Snowball
Skeletons Bomber
Zap
Skeletons Bomber
Barbarian Barrel
Skeletons Bomber Elite Barbarians Heal Spirit
The Log
Skeletons Bomber Elite Barbarians Heal Spirit
Earthquake
Skeletons Bomber
Arrows
Skeletons Bomber Heal Spirit
Royal Delivery
Skeletons Bomber Elite Barbarians Heal Spirit
Fireball
Bomber Elite Barbarians
Poison
Bomber
Lightning
Elite Barbarians
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Arrows Rocket

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.

Arrows Heal Spirit Rocket Rage

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.

Elite Barbarians

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.

Heal Spirit

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Heal Spirit Bomber Rage Arrows Elite Barbarians Rocket

Shortest cycle

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

4 Mirror Skeletons Heal Spirit Bomber

Attack Synergies 4 3

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.

Skeletons
Bomber
Elite Barbarians Heal Spirit
Arrows
Elite Barbarians Mirror
Elite Barbarians
Arrows Heal Spirit Rage Bomber
Heal Spirit
Elite Barbarians Bomber
Rocket
Mirror
Mirror
Arrows Rocket
Rage
Elite Barbarians

Defense Synergies 1 2

Skeletons
Bomber Elite Barbarians
Bomber
Skeletons
Arrows
Mirror
Elite Barbarians
Skeletons
Heal Spirit
Rocket
Mirror
Arrows
Rage

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 Bomber
Elite Barbarians Skeletons Bomber
Rocket Skeletons Bomber Elite Barbarians
Elite Barbarians Skeletons Bomber
Bomber Arrows Elite Barbarians Rocket
Arrows Skeletons Bomber
Rocket Arrows
Rocket Arrows
Skeletons Elite Barbarians
Elite Barbarians Skeletons Bomber
Skeletons Bomber Arrows
Arrows
Skeletons Bomber Elite Barbarians Rocket
Bomber Rocket Arrows
Elite Barbarians
Rocket Elite Barbarians
Skeletons Bomber Arrows Elite Barbarians
Arrows Bomber Elite Barbarians
Arrows Bomber
Elite Barbarians
Bomber Arrows Elite Barbarians

Counters to secondary win conditions

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

Skeletons Elite Barbarians
Bomber Arrows Elite Barbarians Rocket
Skeletons Elite Barbarians Rocket
Rocket Elite Barbarians
Skeletons Elite Barbarians
Arrows Rocket Skeletons
Rocket Skeletons Elite Barbarians
Elite Barbarians
Rocket Skeletons Elite Barbarians
Skeletons
Elite Barbarians
Rocket Arrows Elite Barbarians
Elite Barbarians Rocket Skeletons
Bomber
Elite Barbarians Skeletons Bomber Rocket
Arrows Bomber Elite Barbarians

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.)

Arrows Rocket
Arrows
Rocket Arrows
Arrows Rocket
Bomber Rocket Arrows
Arrows Rocket
Bomber Arrows
Arrows
Arrows
Rocket Elite Barbarians
Rocket Arrows
Arrows Rocket
Rocket Elite Barbarians
Arrows Rocket
Arrows Elite Barbarians
Rocket Bomber Arrows
Arrows Rocket
Arrows Rocket
Bomber Rocket
Rocket Bomber Arrows
Rocket Bomber Arrows
Rocket
Rocket Arrows
Rocket
Rocket Arrows
Arrows Bomber
Arrows
Arrows
Rocket Arrows
Elite Barbarians Arrows
Rocket
Elite Barbarians
Bomber Arrows Rocket
Rocket Arrows
Rocket Arrows
Rocket
Rocket Arrows
Arrows
Rocket
Arrows Bomber
Rocket Arrows
Elite Barbarians
Elite Barbarians Rocket
Rocket
Rocket

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: