My Best Clash Royale Deck

Deck Check Rating

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

4 problems 6 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 ground units!

You don't have any ground unit. You need those to stop or distract certain ground units. 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 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 Giant Snowball Arrows Earthquake Fireball Rocket Lightning The Log

Pump responses

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

Earthquake Fireball Rocket Lightning

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
The Log
Earthquake
Arrows
Royal Delivery
Fireball
Poison
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Giant Snowball Arrows Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Zap Giant Snowball Arrows Earthquake 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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Giant Snowball The Log Arrows Earthquake Fireball Rocket Lightning

Shortest cycle

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

9 Zap Giant Snowball The Log Arrows

Attack Synergies 5 9

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 Earthquake Fireball Giant Snowball The Log
Giant Snowball
Earthquake Zap Fireball The Log
Arrows
Zap Fireball Earthquake Lightning
Earthquake
Zap Giant Snowball Arrows Fireball The Log
Fireball
Zap Arrows Giant Snowball Earthquake The Log
Rocket
Lightning
Arrows
The Log
Zap Giant Snowball Earthquake Fireball

Defense Synergies 2 12

Zap
Fireball Giant Snowball Arrows Earthquake The Log
Giant Snowball
Zap Earthquake The Log
Arrows
Zap Fireball Lightning
Earthquake
Zap Giant Snowball Fireball The Log
Fireball
Zap The Log Arrows Earthquake
Rocket
The Log
Lightning
Arrows The Log
The Log
Fireball Zap Giant Snowball Earthquake Rocket 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.

Earthquake Rocket Lightning Zap Fireball The Log
Zap The Log
Rocket Giant Snowball Lightning
Lightning Arrows Earthquake Fireball Rocket The Log
Arrows Fireball The Log Zap Giant Snowball Earthquake
Giant Snowball Rocket Lightning Zap Arrows Fireball
Earthquake Rocket Lightning Zap Arrows Fireball The Log
Giant Snowball
Zap Giant Snowball Arrows Earthquake Fireball The Log
Arrows Zap Giant Snowball Fireball
Zap Giant Snowball Earthquake Fireball Rocket Lightning The Log
Fireball Rocket Zap Giant Snowball Arrows Earthquake The Log
Rocket Zap Giant Snowball Fireball Lightning The Log
Arrows Fireball
Arrows Fireball Zap Giant Snowball The Log
Zap Giant Snowball Arrows Earthquake The Log Fireball
Giant Snowball Arrows Earthquake Fireball The Log

Counters to secondary win conditions

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

Zap Giant Snowball Fireball
Fireball Zap Giant Snowball Arrows Rocket Lightning The Log
Zap Rocket Lightning The Log
Rocket Lightning Zap Fireball The Log
Arrows Fireball Rocket Zap Giant Snowball
Rocket Fireball Lightning
Zap Rocket Lightning Giant Snowball Fireball The Log
Rocket Lightning Zap Giant Snowball Arrows Fireball The Log
Rocket Lightning Fireball
Fireball
Zap Fireball Rocket Lightning The Log
Arrows Zap Giant Snowball Earthquake Fireball 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.)

Earthquake Fireball Lightning Arrows Rocket The Log
Arrows Fireball Zap Giant Snowball The Log
Earthquake Rocket Lightning Arrows Fireball The Log
Earthquake Lightning Arrows Fireball Rocket The Log
Fireball Rocket Zap Giant Snowball Arrows Earthquake The Log
Arrows Fireball Zap Giant Snowball Rocket
Arrows Earthquake The Log
Arrows Earthquake Fireball The Log Zap Giant Snowball Lightning
Arrows Fireball The Log Zap Giant Snowball Lightning
Rocket Lightning Giant Snowball Fireball
Rocket Lightning Zap Arrows Earthquake Fireball The Log
Fireball Lightning Zap Giant Snowball Arrows Rocket
Earthquake Rocket Lightning Giant Snowball Fireball The Log
Earthquake Lightning Arrows Fireball Rocket
Earthquake Lightning Zap Giant Snowball Arrows Fireball The Log
Earthquake Rocket Lightning Zap Giant Snowball Arrows Fireball The Log
Earthquake Lightning Arrows Fireball Rocket The Log
Lightning Giant Snowball Arrows Earthquake Fireball Rocket
Rocket Lightning
Rocket Lightning Zap Giant Snowball Arrows Earthquake Fireball The Log
Rocket Lightning Zap Giant Snowball Arrows Earthquake Fireball The Log
Rocket Lightning Earthquake Fireball The Log
Rocket Lightning Giant Snowball Arrows Fireball
Rocket Lightning The Log
Earthquake Rocket Lightning Zap Giant Snowball Arrows Fireball The Log
Zap Giant Snowball Arrows Earthquake The Log Fireball
Arrows Fireball The Log Zap Giant Snowball Earthquake Lightning
Fireball Lightning Zap Giant Snowball Arrows The Log
Fireball Rocket Lightning Zap Arrows The Log
Lightning Zap Giant Snowball Arrows Fireball
Zap Rocket Lightning Giant Snowball Fireball
Lightning Giant Snowball Fireball
Lightning Zap Giant Snowball Arrows Earthquake Fireball Rocket The Log
Zap Rocket Lightning Giant Snowball Arrows Fireball
Rocket Giant Snowball Arrows Earthquake Fireball Lightning The Log
Zap Earthquake Lightning Fireball Rocket
Fireball Rocket Lightning Zap Giant Snowball Arrows
Arrows The Log Fireball
Fireball Lightning Rocket
Arrows The Log Zap Giant Snowball Earthquake Fireball Lightning
Rocket Lightning Zap Giant Snowball Arrows Fireball
Zap Giant Snowball Fireball Rocket Lightning The Log
Zap Giant Snowball Fireball Rocket Lightning
Lightning Zap Giant Snowball Fireball Rocket The Log

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