My Best Clash Royale Deck

Deck Check Rating

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

2 problems 6 warnings Why?

Missing cards in your collection

Rascals

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 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.

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.

Missing

Damage spells

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

Zap Arrows Rocket Tornado Lightning The Log

Pump responses

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

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
Inferno Tower
Barbarian Barrel
Inferno Tower
The Log
Earthquake
Inferno Tower
Arrows
Royal Delivery
Fireball
Inferno Tower
Poison
Inferno Tower
Lightning
Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Rocket Tornado 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 Inferno Tower Rocket Tornado

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.

Mediocre

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 Arrows Tornado Inferno Tower Rocket Lightning

Shortest cycle

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

7 Mirror Zap The Log Arrows

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
Arrows Mirror Tornado The Log
Arrows
Zap Mirror Lightning
Inferno Tower
Rocket
Tornado Mirror
Mirror
Zap Arrows The Log Rocket Tornado Lightning
Tornado
Zap Rocket Mirror The Log
Lightning
Arrows Mirror
The Log
Mirror Zap Tornado

Defense Synergies 5 13

Zap
Mirror Arrows Inferno Tower Tornado The Log
Arrows
Mirror Zap Inferno Tower Tornado Lightning
Inferno Tower
The Log Zap Arrows Mirror Tornado
Rocket
Tornado The Log
Mirror
Zap Arrows Tornado Inferno Tower The Log
Tornado
Rocket Mirror Zap Arrows Inferno Tower The Log
Lightning
Arrows The Log
The Log
Inferno Tower Zap Rocket Mirror Tornado 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.

Rocket Lightning Zap Inferno Tower The Log
Inferno Tower Zap The Log
Inferno Tower Rocket Tornado Lightning
Inferno Tower
Lightning Arrows Rocket Tornado The Log
Arrows Tornado The Log Zap
Inferno Tower Rocket Tornado Lightning Zap Arrows
Rocket Lightning Zap Arrows Inferno Tower The Log
Inferno Tower Tornado
Tornado Inferno Tower
Zap Arrows Tornado The Log
Arrows Inferno Tower Zap Tornado
Inferno Tower Zap Rocket Lightning The Log
Rocket Zap Arrows Tornado The Log
Inferno Tower
Inferno Tower Rocket Tornado Zap Lightning The Log
Arrows Inferno Tower Tornado
Arrows Zap Tornado The Log
Zap Arrows Tornado The Log
Inferno Tower Tornado
Arrows The Log

Counters to secondary win conditions

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

Zap Inferno Tower
Zap Arrows Rocket Lightning The Log
Zap Inferno Tower Rocket Lightning The Log
Rocket Lightning Zap Inferno Tower Tornado The Log
Inferno Tower
Arrows Rocket Zap Tornado
Rocket Inferno Tower Lightning
Inferno Tower
Zap Rocket Lightning Inferno Tower Tornado The Log
Inferno Tower
Inferno Tower
Rocket Lightning Zap Arrows Tornado The Log
Rocket Lightning Inferno Tower
Inferno Tower Zap Rocket Tornado Lightning The Log
Arrows Zap Inferno Tower 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.)

Lightning Arrows Rocket The Log
Arrows Zap Tornado The Log
Rocket Lightning Arrows The Log
Lightning Arrows Rocket The Log
Rocket Zap Arrows The Log
Arrows Zap Rocket Tornado
Arrows Tornado The Log
Arrows The Log Zap Tornado Lightning
Arrows The Log Zap Tornado Lightning
Rocket Lightning Tornado
Rocket Lightning Zap Arrows Tornado The Log
Lightning Zap Arrows Rocket Tornado
Rocket Lightning The Log
Lightning Arrows Rocket
Lightning Zap Arrows The Log
Rocket Lightning Zap Arrows The Log
Lightning Arrows Rocket The Log
Lightning Arrows Rocket Tornado
Rocket Lightning
Rocket Lightning Zap Arrows The Log
Rocket Lightning Zap Arrows Tornado The Log
Rocket Lightning The Log
Rocket Lightning Arrows Tornado
Rocket Tornado Lightning The Log
Rocket Lightning Zap Arrows The Log
Zap Arrows Tornado The Log
Arrows The Log Zap Tornado Lightning
Lightning Zap Arrows Tornado The Log
Rocket Lightning Zap Arrows Tornado The Log
Lightning Zap Arrows Tornado
Zap Rocket Lightning
Lightning
Lightning Zap Arrows Rocket The Log
Zap Rocket Lightning Arrows
Rocket Arrows Lightning The Log
Zap Lightning Rocket
Rocket Lightning Zap Arrows Tornado
Arrows The Log
Lightning Rocket
Arrows The Log Zap Lightning
Rocket Lightning Zap Arrows Tornado
Zap Rocket Tornado Lightning The Log
Zap Rocket Tornado Lightning
Lightning Zap Rocket Tornado The Log

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