My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Good
Synergy
RIP
Versatility
RIP
F2P score
Bad

4 problems 7 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 to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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 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.

Missing

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 Barbarian Barrel Rage Tornado Freeze The Log

Pump responses

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

Missing

Dropped at the bridge

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

Heal Spirit Barbarian Barrel

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
Heal Spirit
The Log
Heal Spirit
Earthquake
Arrows
Heal Spirit
Royal Delivery
Heal Spirit
Fireball
Poison
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Barbarian Barrel Tornado Freeze The Log

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 Rage Tornado Freeze

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Zap Barbarian Barrel Rage The Log Arrows Tornado Freeze

Shortest cycle

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

7 Heal Spirit Zap Barbarian Barrel Rage

Attack Synergies 2 8

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 Tornado Heal Spirit Barbarian Barrel Freeze The Log
Arrows
Zap Freeze
Heal Spirit
Zap
Barbarian Barrel
Zap Tornado
Rage
Tornado
Zap Barbarian Barrel Freeze The Log
Freeze
Zap Arrows Tornado
The Log
Zap Tornado

Defense Synergies 0 8

Zap
Arrows Barbarian Barrel Tornado The Log
Arrows
Zap Barbarian Barrel Tornado
Heal Spirit
Barbarian Barrel
Zap Arrows Tornado
Rage
Tornado
Zap Arrows Barbarian Barrel The Log
Freeze
The Log
Zap Tornado

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 Barbarian Barrel The Log
Zap The Log
Tornado Freeze
Arrows Barbarian Barrel Tornado The Log
Arrows Barbarian Barrel Tornado Freeze The Log Zap
Tornado Zap Arrows Freeze
Zap Arrows Barbarian Barrel The Log
Tornado
Tornado Barbarian Barrel
Zap Arrows Barbarian Barrel Tornado Freeze The Log
Arrows Zap Tornado
Zap Freeze The Log
Zap Arrows Barbarian Barrel Tornado Freeze The Log
Tornado Zap Freeze The Log
Arrows Tornado
Arrows Zap Barbarian Barrel Tornado The Log
Zap Arrows Barbarian Barrel Tornado Freeze The Log
Tornado
Arrows Barbarian Barrel The Log

Counters to secondary win conditions

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

Zap Barbarian Barrel
Zap Arrows Barbarian Barrel The Log
Zap The Log
Zap Barbarian Barrel Tornado The Log
Arrows Zap Tornado Freeze
Zap Freeze Barbarian Barrel Tornado The Log
Zap Arrows Tornado The Log
Zap Barbarian Barrel Tornado Freeze The Log
Arrows Zap Barbarian Barrel Freeze 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.)

Arrows Barbarian Barrel Freeze The Log
Arrows Zap Barbarian Barrel Tornado The Log
Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel Freeze The Log
Zap Arrows Barbarian Barrel The Log
Arrows Zap Tornado Freeze
Arrows Tornado The Log
Arrows The Log Zap Barbarian Barrel Tornado Freeze
Arrows The Log Zap Tornado
Tornado
Zap Arrows Barbarian Barrel Tornado The Log
Zap Arrows Tornado
Barbarian Barrel The Log
Arrows Barbarian Barrel Freeze
Zap Arrows Barbarian Barrel The Log
Zap Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel The Log
Arrows Barbarian Barrel Tornado Freeze
Zap Arrows Barbarian Barrel The Log
Zap Arrows Barbarian Barrel Tornado The Log
The Log
Arrows Tornado
Tornado The Log
Zap Arrows Barbarian Barrel The Log
Zap Arrows Tornado Freeze The Log Barbarian Barrel
Arrows The Log Zap Barbarian Barrel Tornado
Zap Arrows Tornado The Log
Zap Arrows Barbarian Barrel Tornado The Log
Zap Arrows Tornado
Zap Freeze
Zap Arrows The Log
Zap Arrows Freeze
Arrows The Log
Zap Barbarian Barrel Freeze
Zap Arrows Tornado
Freeze
Arrows The Log Barbarian Barrel
Arrows The Log Zap
Zap Arrows Tornado
Zap Tornado Freeze The Log
Zap Tornado
Zap Barbarian Barrel Tornado Freeze The Log

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