My Best Clash Royale Deck

Deck Check Rating

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

4 problems 2 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 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.

Baby Dragon

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.

Baby Dragon 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 Fireball Rocket Poison The Log

Pump responses

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

Fireball Rocket Poison

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Rocket Baby Dragon Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Rocket Baby Dragon 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 Baby Dragon Poison 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap The Log Fireball Baby Dragon Poison Rocket Giant Skeleton

Shortest cycle

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

8 Mirror Zap The Log Fireball

Attack Synergies 4 14

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 Baby Dragon Poison Giant Skeleton The Log
Fireball
Zap Mirror Baby Dragon The Log
Rocket
Mirror
Mirror
Zap Fireball The Log Rocket Poison Giant Skeleton
Baby Dragon
Zap Fireball Poison Giant Skeleton
Poison
Zap Mirror Baby Dragon Giant Skeleton The Log
Giant Skeleton
Zap Mirror Baby Dragon Poison The Log
The Log
Mirror Zap Fireball Poison Giant Skeleton

Defense Synergies 4 11

Zap
Fireball Mirror Baby Dragon Poison Giant Skeleton The Log
Fireball
Zap Mirror The Log
Rocket
The Log
Mirror
Zap Fireball Poison The Log
Baby Dragon
Zap Giant Skeleton The Log
Poison
Zap Mirror The Log
Giant Skeleton
Zap Baby Dragon The Log
The Log
Fireball Zap Rocket Mirror Baby Dragon Poison Giant Skeleton

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 Zap Fireball Baby Dragon The Log
Zap The Log
Rocket Giant Skeleton
Fireball Rocket Poison Giant Skeleton The Log
Fireball The Log Zap Baby Dragon
Rocket Zap Fireball Baby Dragon Poison
Rocket Zap Fireball Baby Dragon Poison Giant Skeleton The Log
Giant Skeleton
Poison Zap Fireball Baby Dragon Giant Skeleton The Log
Zap Fireball Baby Dragon Poison
Zap Fireball Rocket Giant Skeleton The Log
Fireball Rocket Zap Baby Dragon Poison The Log
Rocket Zap Fireball The Log
Fireball Poison
Fireball Zap Baby Dragon The Log
Zap Baby Dragon Poison The Log Fireball Giant Skeleton
Fireball Baby Dragon Poison Giant Skeleton The Log

Counters to secondary win conditions

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

Zap Fireball Giant Skeleton
Fireball Poison Zap Rocket Baby Dragon The Log
Giant Skeleton Zap Rocket The Log
Rocket Giant Skeleton Zap Fireball The Log
Giant Skeleton
Fireball Rocket Poison Zap Baby Dragon
Rocket Fireball Giant Skeleton
Giant Skeleton
Zap Rocket Giant Skeleton Fireball Baby Dragon Poison The Log
Giant Skeleton
Rocket Zap Fireball Poison Giant Skeleton The Log
Rocket Giant Skeleton Fireball
Fireball Baby Dragon
Zap Fireball Rocket Baby Dragon Poison Giant Skeleton The Log
Poison Zap Fireball Baby Dragon 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 Poison Rocket Baby Dragon Giant Skeleton The Log
Fireball Poison Zap Baby Dragon The Log
Rocket Fireball Baby Dragon Poison Giant Skeleton The Log
Fireball Rocket Poison Giant Skeleton The Log
Fireball Rocket Poison Zap Baby Dragon The Log
Fireball Poison Zap Rocket Baby Dragon
Baby Dragon Poison The Log
Fireball Poison The Log Zap Baby Dragon
Fireball Poison The Log Zap
Rocket Fireball Poison
Rocket Poison Zap Fireball The Log
Fireball Poison Zap Rocket Baby Dragon
Rocket Poison Fireball Baby Dragon The Log
Fireball Rocket Baby Dragon Poison
Zap Fireball Baby Dragon Poison The Log
Rocket Zap Fireball Baby Dragon Poison The Log
Fireball Rocket Baby Dragon Poison The Log
Fireball Rocket Poison
Rocket
Rocket Zap Fireball Baby Dragon Poison The Log
Rocket Zap Fireball Baby Dragon Poison The Log
Rocket Fireball Baby Dragon Poison Giant Skeleton The Log
Rocket Fireball Poison
Rocket The Log
Rocket Zap Fireball Baby Dragon Poison The Log
Zap Poison The Log Fireball Baby Dragon
Fireball Poison The Log Zap Baby Dragon
Fireball Zap Baby Dragon Poison The Log
Fireball Rocket Poison Zap Baby Dragon The Log
Poison Zap Fireball Baby Dragon
Zap Rocket Fireball Poison
Fireball
Poison Zap Fireball Rocket The Log
Zap Rocket Fireball Poison
Giant Skeleton
Rocket Fireball Poison The Log
Zap Fireball Rocket
Fireball Rocket Poison Zap Baby Dragon
The Log Fireball
Fireball Poison Rocket Baby Dragon
The Log Zap Fireball Baby Dragon Poison
Rocket Zap Fireball Poison Giant Skeleton
Zap Fireball Rocket Baby Dragon Poison Giant Skeleton The Log
Zap Fireball Rocket Poison
Poison Zap Fireball Rocket Baby Dragon Giant Skeleton The Log

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