My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
RIP
F2P score
RIP

3 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 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Graveyard

Damage spells

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

Earthquake Fireball Goblin Curse Rage Freeze Poison Lightning

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Graveyard

Pump responses

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

Earthquake Fireball Poison Lightning Graveyard

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.

Graveyard

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 Curse Graveyard
Giant Snowball
Goblin Curse Graveyard
Zap
Goblin Curse Graveyard
Barbarian Barrel
Goblin Curse Graveyard
The Log
Goblin Curse Graveyard
Earthquake
Graveyard
Arrows
Goblin Curse Graveyard
Royal Delivery
Graveyard
Fireball
Poison
Goblin Curse Graveyard
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fireball Freeze Poison

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Fireball Freeze Poison

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.

Goblin Curse Rage Freeze Poison

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 Graveyard

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Goblin Curse Rage Earthquake Fireball Freeze Poison Graveyard Lightning

Shortest cycle

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

11 Goblin Curse Rage Earthquake Fireball

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.

Earthquake
Goblin Curse Fireball Graveyard
Fireball
Graveyard Earthquake Goblin Curse Freeze
Goblin Curse
Earthquake Poison Fireball
Rage
Freeze
Graveyard Fireball Poison
Poison
Goblin Curse Graveyard Freeze
Lightning
Graveyard
Fireball Freeze Poison Earthquake

Defense Synergies 0 2

Earthquake
Fireball
Fireball
Earthquake Freeze
Goblin Curse
Rage
Freeze
Fireball
Poison
Lightning
Graveyard

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 Lightning Fireball
Goblin Curse
Goblin Curse Freeze Lightning
Goblin Curse
Lightning Earthquake Fireball Poison
Fireball Freeze Earthquake
Lightning Fireball Goblin Curse Freeze Poison
Earthquake Lightning Fireball Poison
Goblin Curse
Goblin Curse Poison Earthquake Fireball Freeze
Fireball Goblin Curse Poison
Earthquake Fireball Goblin Curse Freeze Lightning
Fireball Earthquake Goblin Curse Freeze Poison
Goblin Curse
Fireball Goblin Curse Freeze Lightning
Fireball Poison
Fireball
Earthquake Freeze Poison Fireball Goblin Curse
Goblin Curse
Earthquake Fireball Goblin Curse Poison

Counters to secondary win conditions

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

Fireball
Fireball Poison Lightning
Lightning
Lightning Fireball
Goblin Curse
Fireball Poison Goblin Curse Freeze
Fireball Lightning
Goblin Curse
Freeze Lightning Fireball Poison
Goblin Curse
Lightning Fireball Poison
Lightning Fireball Goblin Curse
Fireball Goblin Curse
Fireball Freeze Poison Lightning
Poison Earthquake Fireball Goblin Curse Freeze
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 Poison Lightning Freeze
Fireball Poison Goblin Curse
Earthquake Lightning Fireball Poison
Earthquake Lightning Fireball Freeze Poison
Fireball Poison Earthquake Goblin Curse
Fireball Poison Goblin Curse Freeze
Earthquake Poison
Earthquake Fireball Poison Goblin Curse Freeze Lightning
Fireball Poison Lightning
Lightning Fireball Poison
Poison Lightning Earthquake Fireball
Fireball Poison Lightning Goblin Curse
Earthquake Poison Lightning Fireball
Earthquake Lightning Fireball Freeze Poison
Earthquake Lightning Fireball Poison
Earthquake Lightning Fireball Poison
Earthquake Lightning Fireball Poison
Lightning Earthquake Fireball Freeze Poison
Lightning
Lightning Earthquake Fireball Poison
Lightning Earthquake Fireball Goblin Curse Poison
Lightning Earthquake Fireball Poison
Lightning Fireball Poison
Lightning
Earthquake Lightning Fireball Poison
Earthquake Goblin Curse Freeze Poison Fireball
Fireball Poison Earthquake Lightning
Fireball Lightning Poison
Fireball Poison Lightning Goblin Curse
Poison Lightning Fireball Goblin Curse
Lightning Fireball Freeze Poison
Lightning Fireball
Poison Lightning Earthquake Fireball
Lightning Fireball Freeze Poison
Earthquake Fireball Goblin Curse Poison Lightning
Earthquake Lightning Fireball Freeze
Fireball Poison Lightning Goblin Curse
Freeze
Fireball
Fireball Poison Lightning
Earthquake Fireball Poison Lightning
Lightning Fireball Poison
Fireball Freeze Poison Lightning
Fireball Poison Lightning
Poison Lightning Fireball Freeze
Fireball Lightning

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