My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!

Advanced stuff

Defensive cards

Anti-air

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

Minions Magic Archer Ram Rider

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Giant Magic Archer Ram Rider Goblinstein

Offensive cards

Win conditions

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

Mortar Giant Miner Ram Rider

Damage spells

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

Fireball

Punishments

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

Mortar Giant Miner Ram Rider

Pump responses

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

Fireball Miner

Dropped at the bridge

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

Mortar Giant Magic Archer Ram Rider

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.

Miner Magic Archer Ram Rider

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
Minions Giant Miner Ram Rider
Giant Snowball
Minions Miner Ram Rider
Zap
Minions Mortar Ram Rider
Barbarian Barrel
Mortar Magic Archer
The Log
Ram Rider
Earthquake
Mortar
Arrows
Minions
Royal Delivery
Minions Miner Magic Archer Ram Rider
Fireball
Minions Mortar Magic Archer Ram Rider
Poison
Minions Mortar Magic Archer
Lightning
Mortar Magic Archer Ram Rider Goblinstein
Rocket
Mortar Magic Archer Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fireball Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Fireball Magic Archer

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.

Miner

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.

Minions 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.

Minions Miner Mortar Fireball Magic Archer Giant Ram Rider Goblinstein

Shortest cycle

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

14 Minions Miner Mortar Fireball

Attack Synergies 5 10

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.

Minions
Giant Miner Mortar Ram Rider
Mortar
Miner Minions Fireball Ram Rider
Fireball
Mortar Giant Miner Magic Archer Ram Rider
Giant
Minions Miner Fireball Magic Archer
Miner
Minions Mortar Giant Fireball Magic Archer
Magic Archer
Ram Rider Fireball Giant Miner
Ram Rider
Magic Archer Minions Mortar Fireball
Goblinstein

Defense Synergies 0 6

Minions
Mortar Ram Rider
Mortar
Minions Fireball
Fireball
Mortar Miner Ram Rider
Giant
Miner
Fireball
Magic Archer
Ram Rider
Ram Rider
Minions Fireball Magic Archer
Goblinstein

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.

Minions Mortar Fireball Magic Archer Ram Rider
Minions Mortar Ram Rider
Mortar Ram Rider Minions
Minions Mortar Ram Rider
Fireball
Fireball Minions Magic Archer
Minions Ram Rider Mortar Fireball Magic Archer
Fireball Magic Archer Ram Rider
Minions Mortar
Miner
Minions Fireball Magic Archer Ram Rider
Minions Fireball Magic Archer Ram Rider
Mortar Minions Fireball Ram Rider
Fireball Minions Mortar Magic Archer
Mortar Ram Rider
Mortar Fireball Ram Rider
Minions Mortar Fireball
Mortar Fireball Minions Magic Archer Ram Rider
Mortar Minions Fireball Magic Archer Ram Rider
Mortar Ram Rider
Minions Fireball
Mortar

Counters to secondary win conditions

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

Fireball
Fireball Mortar Miner Magic Archer
Minions Ram Rider
Fireball Ram Rider
Ram Rider
Fireball Minions Magic Archer Ram Rider
Minions Fireball Ram Rider
Minions Mortar Fireball Magic Archer
Minions
Fireball
Fireball Ram Rider
Fireball Magic Archer
Minions Mortar Fireball Magic Archer
Minions Fireball Magic Archer
Mortar 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 Magic Archer Mortar
Mortar Fireball Miner Magic Archer Ram Rider
Fireball Miner Magic Archer
Fireball
Fireball Mortar Magic Archer
Fireball Minions Magic Archer Ram Rider
Mortar Magic Archer
Fireball Magic Archer Ram Rider
Fireball Miner Mortar Ram Rider
Minions Fireball
Miner Mortar Fireball Magic Archer Ram Rider
Fireball Magic Archer
Mortar Fireball Miner Magic Archer
Minions Mortar Fireball Magic Archer
Mortar Fireball Magic Archer
Mortar Fireball Magic Archer
Magic Archer Mortar Fireball
Mortar Fireball
Minions
Mortar Fireball Magic Archer
Mortar Fireball Miner Magic Archer
Minions Fireball Magic Archer
Fireball
Mortar Fireball
Mortar Fireball Magic Archer
Mortar Fireball Miner Magic Archer Ram Rider
Fireball Mortar Miner Magic Archer Ram Rider
Fireball Miner Mortar Magic Archer
Fireball Magic Archer
Minions Fireball
Fireball
Mortar Fireball Miner Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Minions Fireball Magic Archer
Fireball Magic Archer Ram Rider
Fireball
Fireball Miner Magic Archer
Mortar Fireball Magic Archer
Fireball
Minions Fireball Magic Archer
Fireball Magic Archer
Mortar Fireball Miner Magic Archer
Fireball Mortar

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