My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Spear Goblins

Defensive buildings

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

Cannon 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.

Skeletons Spear Goblins

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 Fireball Rocket

Pump responses

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

Fireball Rocket

Dropped at the bridge

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

Spear Goblins

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Bomb Tower Rocket

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.

Spear Goblins Rocket

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Spear Goblins Zap Cannon Fireball Bomb Tower Rocket

Shortest cycle

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

5 Mirror Skeletons Spear Goblins Zap

Attack Synergies 3 2

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
Spear Goblins
Zap
Zap
Fireball Mirror Spear Goblins
Cannon
Fireball
Zap Mirror
Bomb Tower
Rocket
Mirror
Mirror
Zap Fireball Rocket

Defense Synergies 7 10

Skeletons
Cannon Spear Goblins Zap Bomb Tower
Spear Goblins
Skeletons Zap Cannon Bomb Tower
Zap
Cannon Fireball Bomb Tower Mirror Skeletons Spear Goblins
Cannon
Skeletons Zap Mirror Spear Goblins Fireball Rocket
Fireball
Zap Mirror Cannon Bomb Tower
Bomb Tower
Zap Skeletons Spear Goblins Fireball Mirror
Rocket
Cannon
Mirror
Zap Cannon Fireball Bomb Tower

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 Spear Goblins Zap Cannon Fireball
Bomb Tower Skeletons Zap Cannon
Cannon Bomb Tower Rocket Skeletons
Cannon Bomb Tower Skeletons
Fireball Bomb Tower Rocket
Fireball Skeletons Spear Goblins Zap Cannon Bomb Tower
Rocket Spear Goblins Zap Cannon Fireball Bomb Tower
Rocket Zap Cannon Fireball Bomb Tower
Cannon Skeletons Bomb Tower
Skeletons Spear Goblins Cannon
Skeletons Spear Goblins Zap Cannon Fireball Bomb Tower
Spear Goblins Zap Fireball
Cannon Bomb Tower Skeletons Zap Fireball Rocket
Fireball Bomb Tower Rocket Zap Cannon
Cannon Bomb Tower
Bomb Tower Rocket Zap Cannon Fireball
Bomb Tower Skeletons Cannon Fireball
Cannon Fireball Bomb Tower Spear Goblins Zap
Zap Bomb Tower Spear Goblins Cannon Fireball
Cannon Bomb Tower
Spear Goblins Cannon Fireball Bomb Tower

Counters to secondary win conditions

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

Skeletons Spear Goblins Zap Fireball
Fireball Zap Bomb Tower Rocket
Skeletons Spear Goblins Zap Bomb Tower Rocket
Rocket Zap Fireball
Skeletons Cannon
Fireball Rocket Skeletons Zap Bomb Tower
Rocket Skeletons Spear Goblins Fireball Bomb Tower
Bomb Tower
Zap Rocket Skeletons Spear Goblins Fireball Bomb Tower
Skeletons Cannon
Bomb Tower
Rocket Zap Fireball
Rocket Skeletons Cannon Fireball Bomb Tower
Cannon Fireball Bomb Tower
Skeletons Spear Goblins Zap Fireball Bomb Tower Rocket
Zap Cannon Fireball Bomb Tower

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 Rocket
Fireball Zap
Rocket Fireball
Fireball Rocket
Fireball Rocket Zap
Fireball Spear Goblins Zap Rocket
Fireball Zap
Fireball Zap
Rocket Fireball
Rocket Zap Fireball
Fireball Zap Rocket
Rocket Fireball
Fireball Rocket
Zap Fireball
Rocket Spear Goblins Zap Fireball
Fireball Rocket
Fireball Rocket
Rocket
Rocket Zap Fireball
Rocket Zap Fireball
Rocket Fireball
Rocket Fireball
Rocket
Rocket Zap Fireball
Zap Fireball
Fireball Zap
Fireball Zap
Fireball Rocket Zap
Zap Fireball
Zap Rocket Fireball
Fireball
Zap Fireball Rocket
Zap Rocket Fireball
Rocket Fireball
Zap Spear Goblins Fireball Rocket
Fireball Rocket Zap
Fireball
Fireball Rocket
Zap Fireball
Rocket Zap Fireball
Zap Fireball Rocket
Zap Fireball Rocket
Zap Fireball Rocket

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