My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Mediocre
Synergy
RIP
Versatility
RIP
F2P score
Good

4 problems 5 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 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 Rage

Pump responses

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

Earthquake Fireball

Dropped at the bridge

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

Heal Spirit

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
Clone
Giant Snowball
Clone
Zap
Clone
Barbarian Barrel
Heal Spirit Clone
The Log
Heal Spirit Clone
Earthquake
Clone
Arrows
Heal Spirit Clone
Royal Delivery
Heal Spirit Clone
Fireball
Clone
Poison
Clone
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Giant Snowball Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Giant Snowball Arrows Earthquake Fireball

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 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

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 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.

Heal Spirit Zap Giant Snowball Rage Arrows Earthquake Clone Fireball

Shortest cycle

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

7 Heal Spirit Zap Giant Snowball Rage

Attack Synergies 5 5

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 Heal Spirit
Giant Snowball
Earthquake Zap Fireball
Arrows
Zap Fireball Earthquake
Heal Spirit
Zap
Earthquake
Zap Giant Snowball Arrows Fireball
Fireball
Zap Arrows Giant Snowball Earthquake
Rage
Clone

Defense Synergies 1 6

Zap
Fireball Giant Snowball Arrows Earthquake
Giant Snowball
Zap Earthquake
Arrows
Zap Fireball
Heal Spirit
Earthquake
Zap Giant Snowball Fireball
Fireball
Zap Arrows Earthquake
Rage
Clone

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 Zap Fireball
Zap
Giant Snowball
Arrows Earthquake Fireball
Arrows Fireball Zap Giant Snowball Earthquake
Giant Snowball Zap Arrows Fireball
Earthquake Zap Arrows Fireball
Giant Snowball
Zap Giant Snowball Arrows Earthquake Fireball
Arrows Zap Giant Snowball Fireball
Zap Giant Snowball Earthquake Fireball
Fireball Zap Giant Snowball Arrows Earthquake
Zap Giant Snowball Fireball
Arrows Fireball
Arrows Fireball Zap Giant Snowball
Zap Giant Snowball Arrows Earthquake Fireball
Giant Snowball Arrows Earthquake Fireball

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
Zap
Zap Fireball
Arrows Fireball Zap Giant Snowball
Fireball
Zap Giant Snowball Fireball
Zap Giant Snowball Arrows Fireball
Fireball
Fireball
Zap Fireball
Arrows Zap Giant Snowball Earthquake 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.)

Earthquake Fireball Arrows
Arrows Fireball Zap Giant Snowball
Earthquake Arrows Fireball
Earthquake Arrows Fireball
Fireball Zap Giant Snowball Arrows Earthquake
Arrows Fireball Zap Giant Snowball
Arrows Earthquake
Arrows Earthquake Fireball Zap Giant Snowball
Arrows Fireball Zap Giant Snowball
Giant Snowball Fireball
Zap Arrows Earthquake Fireball
Fireball Zap Giant Snowball Arrows
Earthquake Giant Snowball Fireball
Earthquake Arrows Fireball
Earthquake Zap Giant Snowball Arrows Fireball
Earthquake Zap Giant Snowball Arrows Fireball
Earthquake Arrows Fireball
Giant Snowball Arrows Earthquake Fireball
Zap Giant Snowball Arrows Earthquake Fireball
Zap Giant Snowball Arrows Earthquake Fireball
Earthquake Fireball
Giant Snowball Arrows Fireball
Earthquake Zap Giant Snowball Arrows Fireball
Zap Giant Snowball Arrows Earthquake Fireball
Arrows Fireball Zap Giant Snowball Earthquake
Fireball Zap Giant Snowball Arrows
Fireball Zap Arrows
Zap Giant Snowball Arrows Fireball
Zap Giant Snowball Fireball
Giant Snowball Fireball
Zap Giant Snowball Arrows Earthquake Fireball
Zap Giant Snowball Arrows Fireball
Giant Snowball Arrows Earthquake Fireball
Zap Earthquake Fireball
Fireball Zap Giant Snowball Arrows
Arrows Fireball
Fireball
Arrows Zap Giant Snowball Earthquake Fireball
Zap Giant Snowball Arrows Fireball
Zap Giant Snowball Fireball
Zap Giant Snowball Fireball
Zap Giant Snowball Fireball

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