My Best Clash Royale Deck

Deck Check Rating

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

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.

Firecracker

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.

Firecracker

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 Earthquake Fireball Rocket Tornado Lightning The Log

Pump responses

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

Earthquake Fireball Rocket Lightning

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.

Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Fireball Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Earthquake Fireball 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.

Rocket Tornado

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap The Log Firecracker Earthquake Tornado Fireball Rocket Lightning

Shortest cycle

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

10 Zap The Log Firecracker Earthquake

Attack Synergies 6 8

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
Firecracker Earthquake Fireball Tornado The Log
Firecracker
Zap Earthquake Tornado
Earthquake
Zap Firecracker Fireball Tornado The Log
Fireball
Zap Tornado Earthquake The Log
Rocket
Tornado
Tornado
Zap Fireball Rocket Firecracker Earthquake The Log
Lightning
The Log
Zap Earthquake Fireball Tornado

Defense Synergies 5 12

Zap
Fireball Firecracker Earthquake Tornado The Log
Firecracker
The Log Zap Earthquake Tornado
Earthquake
Zap Firecracker Fireball Tornado The Log
Fireball
Zap Tornado The Log Earthquake
Rocket
Tornado The Log
Tornado
Fireball Rocket Zap Firecracker Earthquake The Log
Lightning
The Log
The Log
Firecracker Fireball Zap Earthquake Rocket 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.

Earthquake Rocket Lightning Zap Firecracker Fireball The Log
Zap Firecracker The Log
Rocket Tornado Lightning
Firecracker
Lightning Firecracker Earthquake Fireball Rocket Tornado The Log
Fireball Tornado The Log Zap Firecracker Earthquake
Rocket Tornado Lightning Zap Firecracker Fireball
Earthquake Rocket Lightning Zap Fireball The Log
Tornado
Tornado Firecracker
Zap Firecracker Earthquake Fireball Tornado The Log
Zap Firecracker Fireball Tornado
Zap Earthquake Fireball Rocket Lightning The Log
Fireball Rocket Zap Firecracker Earthquake Tornado The Log
Rocket Tornado Zap Fireball Lightning The Log
Firecracker Fireball Tornado
Fireball Zap Firecracker Tornado The Log
Zap Earthquake Tornado The Log Firecracker Fireball
Tornado
Firecracker Earthquake Fireball The Log

Counters to secondary win conditions

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

Zap Fireball
Fireball Zap Firecracker Rocket Lightning The Log
Zap Rocket Lightning The Log
Rocket Lightning Zap Fireball Tornado The Log
Firecracker Fireball Rocket Zap Tornado
Rocket Fireball Lightning
Zap Rocket Lightning Firecracker Fireball Tornado The Log
Rocket Lightning Zap Fireball Tornado The Log
Rocket Lightning Fireball
Firecracker Fireball
Zap Firecracker Fireball Rocket Tornado Lightning The Log
Zap Firecracker Earthquake Fireball The Log
Zap 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 Lightning Firecracker Rocket The Log
Firecracker Fireball Zap Tornado The Log
Earthquake Rocket Lightning Fireball The Log
Earthquake Lightning Firecracker Fireball Rocket The Log
Fireball Rocket Zap Firecracker Earthquake The Log
Firecracker Fireball Zap Rocket Tornado
Firecracker Earthquake Tornado The Log
Earthquake Fireball The Log Zap Firecracker Tornado Lightning
Fireball The Log Zap Firecracker Tornado Lightning
Rocket Lightning Fireball Tornado
Firecracker Rocket Lightning Zap Earthquake Fireball Tornado The Log
Fireball Lightning Zap Firecracker Rocket Tornado
Earthquake Rocket Lightning Firecracker Fireball The Log
Earthquake Lightning Firecracker Fireball Rocket
Earthquake Lightning Zap Firecracker Fireball The Log
Earthquake Rocket Lightning Zap Firecracker Fireball The Log
Earthquake Lightning Firecracker Fireball Rocket The Log
Lightning Earthquake Fireball Rocket Tornado
Rocket Lightning
Rocket Lightning Zap Firecracker Earthquake Fireball The Log
Rocket Lightning Zap Firecracker Earthquake Fireball Tornado The Log
Rocket Lightning Earthquake Fireball The Log
Rocket Lightning Fireball Tornado
Rocket Tornado Lightning The Log
Earthquake Rocket Lightning Zap Fireball The Log
Zap Firecracker Earthquake Tornado The Log Fireball
Firecracker Fireball The Log Zap Earthquake Tornado Lightning
Fireball Lightning Zap Tornado The Log
Fireball Rocket Lightning Zap Firecracker Tornado The Log
Lightning Zap Firecracker Fireball Tornado
Zap Rocket Lightning Firecracker Fireball
Lightning Fireball
Lightning Zap Earthquake Fireball Rocket The Log
Zap Rocket Lightning Firecracker Fireball
Rocket Firecracker Earthquake Fireball Lightning The Log
Zap Earthquake Lightning Fireball Rocket
Fireball Rocket Lightning Zap Firecracker Tornado
The Log Fireball
Fireball Lightning Firecracker Rocket
The Log Zap Firecracker Earthquake Fireball Lightning
Rocket Lightning Zap Fireball Tornado
Firecracker
Zap Firecracker Fireball Rocket Tornado Lightning The Log
Firecracker Zap Fireball Rocket Tornado Lightning
Lightning Zap Firecracker Fireball Rocket Tornado The Log
Fireball Lightning Firecracker Rocket

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