My Best Clash Royale Deck

Deck Check Rating

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

4 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 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 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 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.

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.

Giant Skeleton

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 Void Lightning The Log

Pump responses

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

Fireball Rocket Void Lightning

Dropped at the bridge

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

Giant Skeleton

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.

Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Rocket 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.

Arrows Rocket Giant Skeleton

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Arrows Void Fireball Rocket Giant Skeleton Lightning

Shortest cycle

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

10 Zap The Log Arrows Void

Attack Synergies 5 7

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.

Zap
Arrows Fireball Void Giant Skeleton The Log
Arrows
Zap Fireball Void Giant Skeleton Lightning
Fireball
Zap Arrows The Log
Rocket
Void
Zap Arrows
Giant Skeleton
Zap Arrows Lightning The Log
Lightning
Arrows Giant Skeleton
The Log
Zap Fireball Giant Skeleton

Defense Synergies 2 11

Zap
Fireball Arrows Void Giant Skeleton The Log
Arrows
Zap Fireball Void Giant Skeleton Lightning
Fireball
Zap The Log Arrows
Rocket
The Log
Void
Zap Arrows
Giant Skeleton
Zap Arrows The Log
Lightning
Arrows The Log
The Log
Fireball Zap Rocket Giant Skeleton 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 Void The Log
Zap The Log
Rocket Void Giant Skeleton Lightning
Lightning Arrows Fireball Rocket Giant Skeleton The Log
Arrows Fireball The Log Zap
Rocket Lightning Zap Arrows Fireball Void
Rocket Lightning Zap Arrows Fireball Void Giant Skeleton The Log
Giant Skeleton
Zap Arrows Fireball Giant Skeleton The Log
Arrows Zap Fireball
Zap Fireball Rocket Giant Skeleton Lightning The Log
Fireball Rocket Zap Arrows The Log
Rocket Zap Fireball Lightning The Log
Arrows Fireball
Arrows Fireball Zap The Log
Zap Arrows The Log Fireball Giant Skeleton
Arrows Fireball Giant Skeleton The Log

Counters to secondary win conditions

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

Zap Fireball Void Giant Skeleton
Fireball Void Zap Arrows Rocket Lightning The Log
Giant Skeleton Zap Rocket Lightning The Log
Rocket Giant Skeleton Lightning Zap Fireball The Log
Giant Skeleton
Arrows Fireball Rocket Zap
Rocket Fireball Void Giant Skeleton Lightning
Giant Skeleton
Zap Rocket Void Giant Skeleton Lightning Fireball The Log
Giant Skeleton
Rocket Lightning Zap Arrows Fireball Void Giant Skeleton The Log
Rocket Giant Skeleton Lightning Fireball
Fireball
Zap Fireball Rocket Giant Skeleton Lightning The Log
Arrows Zap Fireball Giant Skeleton 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 Void Lightning Arrows Rocket Giant Skeleton The Log
Arrows Fireball Void Zap The Log
Rocket Lightning Arrows Fireball Void Giant Skeleton The Log
Lightning Arrows Fireball Rocket Void Giant Skeleton The Log
Fireball Rocket Zap Arrows The Log
Arrows Fireball Zap Rocket
Arrows The Log
Arrows Fireball The Log Zap Lightning
Arrows Fireball Void The Log Zap Lightning
Rocket Lightning Fireball Void
Rocket Void Lightning Zap Arrows Fireball The Log
Fireball Void Lightning Zap Arrows Rocket
Rocket Lightning Fireball Void The Log
Lightning Arrows Fireball Rocket Void
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 Void Lightning Zap Arrows Fireball The Log
Rocket Lightning Zap Arrows Fireball The Log
Rocket Lightning Fireball Void Giant Skeleton The Log
Rocket Lightning Arrows Fireball Void
Rocket Void Lightning The Log
Rocket Lightning Zap Arrows Fireball Void The Log
Zap Arrows The Log Fireball
Arrows Fireball Void The Log Zap Lightning
Fireball Void Lightning Zap Arrows The Log
Fireball Rocket Void Lightning Zap Arrows The Log
Lightning Zap Arrows Fireball
Zap Rocket Lightning Fireball Void
Lightning Fireball Void
Void Lightning Zap Arrows Fireball Rocket The Log
Zap Rocket Void Lightning Arrows Fireball
Giant Skeleton
Rocket Arrows Fireball Lightning The Log
Zap Lightning Fireball Rocket Void
Fireball Rocket Lightning Zap Arrows
Arrows The Log Fireball
Fireball Void Lightning Rocket
Arrows The Log Zap Fireball Lightning
Rocket Void Lightning Zap Arrows Fireball Giant Skeleton
Zap Fireball Rocket Giant Skeleton Lightning The Log
Zap Fireball Rocket Void Lightning
Void Lightning Zap Fireball Rocket Giant Skeleton The Log

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