My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
RIP
F2P score
Mediocre

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 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 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 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.

Elixir Collector

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Goblin Barrel

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Arrows Fireball Rocket Lightning

Punishments

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

Goblin Barrel

Pump responses

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

Fireball Rocket Elixir Collector Goblin Barrel Lightning

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.

Goblin 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
Goblin Barrel
Giant Snowball
Goblin Barrel
Zap
Goblin Barrel
Barbarian Barrel
Goblin Barrel
The Log
Goblin Barrel
Earthquake
Elixir Collector Goblin Barrel
Arrows
Goblin Barrel
Royal Delivery
Goblin Barrel
Fireball
Elixir Collector Goblin Barrel
Poison
Elixir Collector
Lightning
Elixir Collector
Rocket
Elixir Collector

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

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 Elixir Collector

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 Goblin Barrel

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 Goblin Barrel

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.

Mirror Zap Arrows Goblin Barrel Fireball Rocket Elixir Collector Lightning

Shortest cycle

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

8 Mirror Zap Arrows Goblin Barrel

Attack Synergies 7 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.

Zap
Arrows Fireball Mirror
Arrows
Zap Fireball Mirror Goblin Barrel Lightning
Fireball
Zap Arrows Mirror
Rocket
Mirror
Elixir Collector
Mirror
Zap Arrows Fireball Goblin Barrel Rocket Lightning
Goblin Barrel
Mirror Arrows
Lightning
Arrows Mirror

Defense Synergies 4 3

Zap
Fireball Mirror Arrows
Arrows
Mirror Zap Fireball Lightning
Fireball
Zap Mirror Arrows
Rocket
Elixir Collector
Mirror
Zap Arrows Fireball
Goblin Barrel
Lightning
Arrows

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
Zap
Rocket Lightning
Lightning Arrows Fireball Rocket
Arrows Fireball Zap
Rocket Lightning Zap Arrows Fireball
Rocket Lightning Zap Arrows Fireball
Zap Arrows Fireball
Arrows Zap Fireball
Zap Fireball Rocket Lightning
Fireball Rocket Zap Arrows
Rocket Zap Fireball Lightning
Arrows Fireball
Arrows Fireball Zap
Zap Arrows Fireball
Arrows Fireball

Counters to secondary win conditions

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

Zap Fireball
Fireball Zap Arrows Rocket Lightning
Zap Rocket Lightning
Rocket Lightning Zap Fireball
Arrows Fireball Rocket Zap
Rocket Fireball Lightning
Zap Rocket Lightning Fireball
Rocket Lightning Zap Arrows Fireball
Rocket Lightning Fireball
Fireball
Zap Fireball Rocket Lightning
Arrows Zap Fireball

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 Lightning Arrows Rocket
Arrows Fireball Zap
Rocket Lightning Arrows Fireball
Lightning Arrows Fireball Rocket
Fireball Rocket Zap Arrows
Arrows Fireball Zap Rocket
Arrows
Arrows Fireball Zap Lightning
Arrows Fireball Zap Lightning
Rocket Lightning Fireball
Rocket Lightning Zap Arrows Fireball
Fireball Lightning Zap Arrows Rocket
Rocket Lightning Fireball
Lightning Arrows Fireball Rocket
Lightning Zap Arrows Fireball
Rocket Lightning Zap Arrows Fireball
Lightning Arrows Fireball Rocket
Lightning Arrows Fireball Rocket
Rocket Lightning
Rocket Lightning Zap Arrows Fireball
Rocket Lightning Zap Arrows Fireball
Rocket Lightning Fireball
Rocket Lightning Arrows Fireball
Rocket Lightning
Rocket Lightning Zap Arrows Fireball
Zap Arrows Fireball
Arrows Fireball Zap Lightning
Fireball Lightning Zap Arrows
Fireball Rocket Lightning Zap Arrows
Lightning Zap Arrows Fireball
Zap Rocket Lightning Fireball
Lightning Fireball
Lightning Zap Arrows Fireball Rocket
Zap Rocket Lightning Arrows Fireball
Rocket Arrows Fireball Lightning
Zap Lightning Fireball Rocket
Fireball Rocket Lightning Zap Arrows
Arrows Fireball
Fireball Lightning Rocket
Arrows Zap Fireball Lightning
Rocket Lightning Zap Arrows Fireball
Zap Fireball Rocket Lightning
Zap Fireball Rocket Lightning
Lightning Zap Fireball Rocket

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