My Best Clash Royale Deck

Deck Check Rating

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

4 problems 4 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 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.

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.

Skeletons 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.

Arrows Fireball Rocket Poison Lightning

Pump responses

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

Fireball Rocket Poison 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
Skeletons
Giant Snowball
Skeletons
Zap
Skeletons Firecracker
Barbarian Barrel
Skeletons Firecracker
The Log
Skeletons Firecracker
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker
Royal Delivery
Skeletons Firecracker
Fireball
Firecracker
Poison
Firecracker
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Fireball Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Fireball Rocket 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.

Arrows Rocket 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

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Arrows Firecracker Fireball Poison Rocket Lightning

Shortest cycle

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

7 Mirror Skeletons Arrows Firecracker

Attack Synergies 3 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.

Skeletons
Arrows
Fireball Mirror Lightning
Firecracker
Mirror
Fireball
Arrows Mirror
Rocket
Mirror
Mirror
Arrows Fireball Firecracker Rocket Poison Lightning
Poison
Mirror
Lightning
Arrows Mirror

Defense Synergies 2 6

Skeletons
Firecracker Poison
Arrows
Mirror Fireball Lightning
Firecracker
Skeletons Mirror
Fireball
Mirror Arrows
Rocket
Mirror
Arrows Fireball Firecracker Poison
Poison
Skeletons Mirror
Lightning
Arrows

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 Firecracker Fireball
Skeletons Firecracker
Rocket Skeletons Lightning
Skeletons Firecracker
Lightning Arrows Firecracker Fireball Rocket Poison
Arrows Fireball Skeletons Firecracker
Rocket Lightning Arrows Firecracker Fireball Poison
Rocket Lightning Arrows Fireball Poison
Skeletons
Skeletons Firecracker
Poison Skeletons Arrows Firecracker Fireball
Arrows Firecracker Fireball Poison
Skeletons Fireball Rocket Lightning
Fireball Rocket Arrows Firecracker Poison
Rocket Fireball Lightning
Skeletons Arrows Firecracker Fireball Poison
Arrows Fireball Firecracker
Arrows Poison Firecracker Fireball
Arrows Firecracker Fireball Poison

Counters to secondary win conditions

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

Skeletons Fireball
Fireball Poison Arrows Firecracker Rocket Lightning
Skeletons Rocket Lightning
Rocket Lightning Fireball
Skeletons
Arrows Firecracker Fireball Rocket Poison Skeletons
Rocket Skeletons Fireball Lightning
Rocket Lightning Skeletons Firecracker Fireball Poison
Skeletons
Rocket Lightning Arrows Fireball Poison
Rocket Lightning Skeletons Fireball
Firecracker Fireball
Skeletons Firecracker Fireball Rocket Poison Lightning
Arrows Poison Firecracker Fireball
Arrows 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.)

Fireball Poison Lightning Arrows Firecracker Rocket
Arrows Firecracker Fireball Poison
Rocket Lightning Arrows Fireball Poison
Lightning Arrows Firecracker Fireball Rocket Poison
Fireball Rocket Poison Arrows Firecracker
Arrows Firecracker Fireball Poison Rocket
Arrows Firecracker Poison
Arrows Fireball Poison Firecracker Lightning
Arrows Fireball Poison Firecracker Lightning
Rocket Lightning Fireball Poison
Firecracker Rocket Poison Lightning Arrows Fireball
Fireball Poison Lightning Arrows Firecracker Rocket
Rocket Poison Lightning Firecracker Fireball
Lightning Arrows Firecracker Fireball Rocket Poison
Lightning Arrows Firecracker Fireball Poison
Rocket Lightning Arrows Firecracker Fireball Poison
Lightning Arrows Firecracker Fireball Rocket Poison
Lightning Arrows Fireball Rocket Poison
Rocket Lightning
Rocket Lightning Arrows Firecracker Fireball Poison
Rocket Lightning Arrows Firecracker Fireball Poison
Rocket Lightning Fireball Poison
Rocket Lightning Arrows Fireball Poison
Rocket Lightning
Rocket Lightning Arrows Fireball Poison
Arrows Firecracker Poison Fireball
Arrows Firecracker Fireball Poison Lightning
Fireball Lightning Arrows Poison
Fireball Rocket Poison Lightning Arrows Firecracker
Poison Lightning Arrows Firecracker Fireball
Rocket Lightning Firecracker Fireball Poison
Lightning Fireball
Poison Lightning Arrows Fireball Rocket
Rocket Lightning Arrows Firecracker Fireball Poison
Rocket Arrows Firecracker Fireball Poison Lightning
Lightning Fireball Rocket
Fireball Rocket Poison Lightning Arrows Firecracker
Arrows Fireball
Fireball Poison Lightning Firecracker Rocket
Arrows Firecracker Fireball Poison Lightning
Rocket Lightning Arrows Fireball Poison
Firecracker
Firecracker Fireball Rocket Poison Lightning
Firecracker Fireball Rocket Poison Lightning
Poison Lightning Firecracker Fireball Rocket
Fireball Lightning Firecracker Rocket

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