My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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 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.

Tesla Wizard

Defensive buildings

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

Tesla

Investments

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

Tesla Wizard

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.

Earthquake Fireball Rocket Poison Lightning The Log

Pump responses

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

Earthquake Fireball Rocket Poison Lightning

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
Zap
Barbarian Barrel
Tesla Wizard
The Log
Earthquake
Tesla
Arrows
Royal Delivery
Wizard
Fireball
Tesla Wizard
Poison
Wizard
Lightning
Tesla Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Fireball Wizard Rocket Poison The Log

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 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 Wizard

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.

The Log Earthquake Tesla Fireball Poison Wizard Rocket Lightning

Shortest cycle

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

13 The Log Earthquake Tesla Fireball

Attack Synergies 0 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.

Tesla
Earthquake
Fireball The Log
Fireball
Earthquake The Log
Wizard
Rocket
Poison
The Log
Lightning
The Log
Earthquake Fireball Poison

Defense Synergies 2 10

Tesla
The Log Earthquake Fireball Wizard Poison
Earthquake
Tesla Fireball The Log
Fireball
The Log Tesla Earthquake
Wizard
Tesla The Log
Rocket
The Log
Poison
Tesla The Log
Lightning
The Log
The Log
Tesla Fireball Earthquake Wizard Rocket Poison 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.

Earthquake Rocket Lightning Tesla Fireball Wizard The Log
Tesla The Log
Tesla Rocket Lightning
Tesla
Lightning Earthquake Fireball Rocket Poison The Log
Fireball The Log Tesla Earthquake
Tesla Rocket Lightning Fireball Wizard Poison
Earthquake Rocket Lightning Tesla Fireball Poison The Log
Tesla
Tesla
Poison Tesla Earthquake Fireball Wizard The Log
Tesla Fireball Wizard Poison
Tesla Earthquake Fireball Wizard Rocket Lightning The Log
Fireball Wizard Rocket Tesla Earthquake Poison The Log
Tesla
Rocket Tesla Fireball Lightning The Log
Tesla Wizard Fireball Poison
Tesla Fireball Wizard The Log
Earthquake Wizard Poison The Log Tesla Fireball
Tesla
Wizard Tesla Earthquake Fireball Poison The Log

Counters to secondary win conditions

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

Tesla Fireball
Fireball Poison Tesla Wizard Rocket Lightning The Log
Rocket Lightning The Log
Rocket Lightning Tesla Fireball The Log
Tesla
Fireball Wizard Rocket Poison Tesla
Rocket Tesla Fireball Lightning
Tesla
Rocket Lightning Fireball Poison The Log
Tesla
Tesla
Rocket Lightning Fireball Poison The Log
Rocket Lightning Tesla Fireball Wizard
Wizard Tesla Fireball
Tesla Fireball Rocket Poison Lightning The Log
Poison Tesla Earthquake Fireball Wizard 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.)

Earthquake Fireball Poison Lightning Rocket The Log
Fireball Poison The Log
Earthquake Rocket Lightning Fireball Poison The Log
Earthquake Lightning Fireball Rocket Poison The Log
Fireball Wizard Rocket Poison Earthquake The Log
Fireball Wizard Poison Rocket
Earthquake Wizard Poison The Log
Earthquake Fireball Poison The Log Wizard Lightning
Fireball Poison The Log Wizard Lightning
Rocket Lightning Fireball Poison
Rocket Poison Lightning Earthquake Fireball Wizard The Log
Fireball Poison Lightning Wizard Rocket
Earthquake Rocket Poison Lightning Fireball The Log
Earthquake Lightning Fireball Rocket Poison
Earthquake Lightning Fireball Poison The Log
Earthquake Rocket Lightning Fireball Wizard Poison The Log
Earthquake Lightning Fireball Wizard Rocket Poison The Log
Lightning Earthquake Fireball Rocket Poison
Rocket Lightning
Rocket Lightning Earthquake Fireball Wizard Poison The Log
Rocket Lightning Earthquake Fireball Wizard Poison The Log
Rocket Lightning Earthquake Fireball Poison The Log
Rocket Lightning Fireball Wizard Poison
Rocket Lightning The Log
Earthquake Rocket Lightning Fireball Poison The Log
Earthquake Poison The Log Fireball Wizard
Fireball Poison The Log Earthquake Wizard Lightning
Fireball Lightning Wizard Poison The Log
Fireball Rocket Poison Lightning The Log
Poison Lightning Fireball Wizard
Rocket Lightning Fireball Wizard Poison
Lightning Fireball
Poison Lightning Earthquake Fireball Wizard Rocket The Log
Rocket Lightning Fireball Poison
Rocket Earthquake Fireball Wizard Poison Lightning The Log
Earthquake Lightning Fireball Rocket
Fireball Rocket Poison Lightning Wizard
The Log Fireball
Fireball Poison Lightning Wizard Rocket
The Log Earthquake Fireball Wizard Poison Lightning
Rocket Lightning Fireball Poison
Fireball Rocket Poison Lightning The Log
Fireball Rocket Poison Lightning
Poison Lightning Fireball Rocket The Log

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