My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
RIP
F2P score
RIP

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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

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.

Electro Wizard

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 Fireball Rage The Log

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 Goblin Barrel

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 Electro Wizard

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 Clone
Giant Snowball
Goblin Barrel Clone
Zap
Goblin Barrel Clone
Barbarian Barrel
Goblin Barrel Clone Electro Wizard
The Log
Goblin Barrel Clone
Earthquake
Goblin Barrel Clone
Arrows
Goblin Barrel Clone
Royal Delivery
Goblin Barrel Clone Electro Wizard
Fireball
Goblin Barrel Clone Electro Wizard
Poison
Clone Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball 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.

Rage Clone

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 Electro 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Rage The Log Goblin Barrel Clone Fireball Electro Wizard

Shortest cycle

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

6 Mirror Zap Rage The Log

Attack Synergies 6 6

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
Fireball Mirror Electro Wizard The Log
Fireball
Zap Mirror The Log Electro Wizard
Mirror
Zap Fireball Goblin Barrel The Log
Rage
Electro Wizard
Goblin Barrel
Mirror Clone
Clone
Goblin Barrel Electro Wizard
The Log
Mirror Zap Fireball
Electro Wizard
Zap Fireball Rage Clone

Defense Synergies 5 5

Zap
Fireball Mirror Electro Wizard The Log
Fireball
Zap Mirror The Log Electro Wizard
Mirror
Zap Fireball The Log Electro Wizard
Rage
Goblin Barrel
Clone
The Log
Fireball Zap Mirror Electro Wizard
Electro Wizard
Zap Fireball Mirror The Log

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 Fireball The Log Electro Wizard
Zap The Log Electro Wizard
Electro Wizard
Electro Wizard
Fireball The Log
Fireball The Log Zap Electro Wizard
Electro Wizard Zap Fireball
Zap Fireball The Log Electro Wizard
Electro Wizard
Electro Wizard Zap Fireball The Log
Zap Fireball Electro Wizard
Zap Fireball The Log Electro Wizard
Fireball Zap The Log Electro Wizard
Electro Wizard
Zap Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball Zap The Log Electro Wizard
Zap The Log Fireball Electro Wizard
Electro Wizard
Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Zap Fireball Electro Wizard
Fireball Electro Wizard Zap The Log
Zap The Log Electro Wizard
Zap Fireball The Log Electro Wizard
Fireball Zap Electro Wizard
Fireball Electro Wizard
Zap Electro Wizard Fireball The Log
Zap Fireball The Log Electro Wizard
Fireball
Fireball
Electro Wizard Zap Fireball The Log
Zap Fireball The Log Electro Wizard
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 The Log
Fireball Zap The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball Zap The Log
Fireball Zap
The Log
Fireball The Log Zap
Fireball The Log Zap
Fireball Electro Wizard
Zap Fireball The Log Electro Wizard
Fireball Zap
Fireball The Log
Fireball
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
Zap Fireball The Log Electro Wizard
Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap The Log Fireball
Fireball The Log Zap Electro Wizard
Fireball Zap The Log
Fireball Zap The Log
Zap Fireball Electro Wizard
Zap Electro Wizard Fireball
Fireball
Zap Fireball The Log
Zap Fireball Electro Wizard
Fireball The Log
Zap Electro Wizard Fireball
Fireball Zap Electro Wizard
The Log Fireball
Fireball Electro Wizard
The Log Zap Fireball
Zap Fireball
Zap Fireball The Log Electro Wizard
Zap Fireball Electro Wizard
Zap Fireball The Log Electro Wizard

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