My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Fisherman

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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.

Goblin Barrel

Damage spells

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

Zap Fireball Freeze 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

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 Skeleton Army
Giant Snowball
Goblin Barrel Skeleton Army
Zap
Inferno Tower Goblin Barrel Skeleton Army
Barbarian Barrel
Inferno Tower Goblin Barrel Skeleton Army
The Log
Goblin Barrel Skeleton Army
Earthquake
Inferno Tower Goblin Barrel Skeleton Army
Arrows
Goblin Barrel Skeleton Army
Royal Delivery
Goblin Barrel Skeleton Army
Fireball
Inferno Tower Goblin Barrel Skeleton Army
Poison
Inferno Tower Skeleton Army
Lightning
Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Freeze The Log

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.

Inferno Tower Skeleton Army Freeze

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 Skeleton Army

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.

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 Goblin Barrel Skeleton Army Fireball Freeze Inferno Tower

Shortest cycle

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

7 Mirror Zap The Log Goblin Barrel

Attack Synergies 5 7

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 Freeze The Log
Fireball
Zap Mirror Freeze The Log
Inferno Tower
Mirror
Zap Fireball Goblin Barrel The Log Skeleton Army Freeze
Goblin Barrel
Mirror Skeleton Army
Skeleton Army
Mirror Goblin Barrel
Freeze
Zap Fireball Mirror
The Log
Mirror Zap Fireball

Defense Synergies 7 9

Zap
Fireball Mirror Inferno Tower Skeleton Army The Log
Fireball
Zap Mirror The Log Inferno Tower Freeze
Inferno Tower
Skeleton Army The Log Zap Fireball Mirror
Mirror
Zap Fireball Skeleton Army Inferno Tower The Log
Goblin Barrel
Skeleton Army
Inferno Tower Mirror Zap Freeze The Log
Freeze
Fireball Skeleton Army
The Log
Fireball Inferno Tower Zap Mirror Skeleton Army

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 Inferno Tower The Log
Inferno Tower Skeleton Army Zap The Log
Inferno Tower Skeleton Army Freeze
Inferno Tower Skeleton Army
Fireball Skeleton Army The Log
Fireball Skeleton Army Freeze The Log Zap
Inferno Tower Zap Fireball Freeze
Zap Fireball Inferno Tower The Log
Inferno Tower Skeleton Army
Skeleton Army Inferno Tower
Skeleton Army Zap Fireball Freeze The Log
Inferno Tower Zap Fireball
Inferno Tower Skeleton Army Zap Fireball Freeze The Log
Fireball Skeleton Army Zap Freeze The Log
Inferno Tower Skeleton Army
Inferno Tower Skeleton Army Zap Fireball Freeze The Log
Fireball Inferno Tower Skeleton Army
Fireball Zap Skeleton Army The Log
Zap Freeze The Log Fireball
Inferno Tower
Skeleton Army Fireball The Log

Counters to secondary win conditions

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

Skeleton Army Zap Fireball Inferno Tower
Fireball Zap The Log
Skeleton Army Zap Inferno Tower The Log
Skeleton Army Zap Fireball Inferno Tower The Log
Inferno Tower Skeleton Army
Fireball Zap Freeze
Skeleton Army Fireball Inferno Tower
Inferno Tower Skeleton Army
Zap Freeze Fireball Inferno Tower Skeleton Army The Log
Inferno Tower Skeleton Army
Inferno Tower
Skeleton Army Zap Fireball The Log
Skeleton Army Fireball Inferno Tower
Fireball Skeleton Army
Inferno Tower Skeleton Army Zap Fireball Freeze The Log
Zap Fireball Inferno Tower Freeze 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 Freeze The Log
Fireball Zap The Log
Fireball The Log
Fireball Freeze The Log
Fireball Zap The Log
Fireball Zap Freeze
The Log
Fireball The Log Zap Freeze
Fireball The Log Zap
Fireball
Zap Fireball The Log
Fireball Zap
Fireball The Log
Fireball Freeze
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball Freeze
Zap Fireball The Log
Zap Fireball The Log
Fireball The Log
Fireball
The Log
Zap Fireball The Log
Zap Freeze The Log Fireball
Fireball The Log Zap
Fireball Zap The Log
Fireball Zap The Log
Zap Fireball
Zap Fireball Freeze
Fireball
Zap Fireball The Log
Zap Fireball Freeze
Fireball The Log
Zap Fireball Skeleton Army Freeze
Fireball Zap
Freeze
The Log Fireball
Fireball
The Log Zap Fireball
Zap Fireball
Zap Fireball Freeze The Log
Zap Fireball
Zap Fireball Freeze The Log

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