My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
Mediocre
Versatility
Good
F2P score
Mediocre

1 problems Why?

Missing cards in your collection

Goblin Curse

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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Inferno Dragon

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.

Knight Balloon Inferno Dragon

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Balloon

Damage spells

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

Zap Rocket Freeze

Punishments

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

Balloon

Pump responses

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

Rocket

Dropped at the bridge

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

Electro Spirit Knight Balloon

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.

Electro Spirit Balloon

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
Balloon Inferno Dragon
Giant Snowball
Balloon Inferno Dragon
Zap
Balloon Inferno Dragon
Barbarian Barrel
Electro Spirit Knight
The Log
Electro Spirit
Earthquake
Arrows
Electro Spirit
Royal Delivery
Electro Spirit Knight Balloon Inferno Dragon
Fireball
Balloon Inferno Dragon
Poison
Balloon
Lightning
Knight Balloon Inferno Dragon
Rocket
Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Rocket Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Rocket Freeze

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.

Electro Spirit Knight Rocket Freeze Inferno Dragon

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 Electro Spirit Zap Knight Freeze Inferno Dragon Balloon Rocket

Shortest cycle

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

6 Mirror Electro Spirit Zap Knight

Attack Synergies 4 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.

Electro Spirit
Zap Balloon
Zap
Mirror Balloon Electro Spirit Knight Freeze
Knight
Balloon Zap
Rocket
Mirror
Mirror
Zap Rocket Freeze Balloon
Freeze
Balloon Zap Mirror
Balloon
Zap Knight Freeze Electro Spirit Mirror
Inferno Dragon

Defense Synergies 1 4

Electro Spirit
Zap
Zap
Mirror Electro Spirit Knight Inferno Dragon
Knight
Zap
Rocket
Mirror
Zap Inferno Dragon
Freeze
Balloon
Inferno Dragon
Zap Mirror

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 Zap Knight
Inferno Dragon Zap Knight
Rocket Knight Freeze Inferno Dragon
Inferno Dragon Knight
Rocket
Freeze Electro Spirit Zap
Rocket Inferno Dragon Electro Spirit Zap Freeze
Rocket Electro Spirit Zap
Inferno Dragon
Knight
Electro Spirit Zap Knight Freeze
Inferno Dragon Zap
Zap Knight Rocket Freeze
Rocket Electro Spirit Zap Freeze
Inferno Dragon Knight
Rocket Zap Freeze Inferno Dragon
Knight
Electro Spirit Zap Knight
Zap Freeze Electro Spirit Knight Inferno Dragon
Inferno Dragon
Electro Spirit Knight

Counters to secondary win conditions

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

Knight Zap
Zap Knight Rocket Inferno Dragon
Zap Knight Rocket
Rocket Zap Knight
Knight Inferno Dragon
Rocket Electro Spirit Zap Freeze
Rocket Knight
Knight Inferno Dragon
Zap Rocket Freeze Electro Spirit Knight Inferno Dragon
Inferno Dragon
Inferno Dragon Knight
Rocket Zap
Rocket Knight
Electro Spirit Zap Knight Rocket Freeze Inferno Dragon
Electro Spirit Zap Freeze Inferno Dragon

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.)

Knight Rocket Freeze
Zap
Rocket
Knight Rocket Freeze
Rocket Zap
Electro Spirit Zap Rocket Freeze
Zap Freeze
Zap
Rocket
Rocket Zap Knight
Zap Rocket
Rocket Knight
Rocket Freeze
Zap
Rocket Zap
Rocket
Rocket Freeze
Rocket
Rocket Zap
Rocket Zap
Rocket
Rocket
Rocket
Rocket Zap
Zap Freeze Electro Spirit
Inferno Dragon
Zap
Zap
Rocket Zap
Zap
Zap Rocket Electro Spirit Freeze
Zap Rocket
Zap Rocket Electro Spirit Freeze
Rocket
Zap Electro Spirit Rocket Freeze
Rocket Zap
Freeze
Knight Rocket
Zap
Rocket Zap
Zap Electro Spirit Rocket Freeze
Zap Rocket
Zap Rocket Freeze

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: