My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Bad
Versatility
RIP
F2P score
RIP

3 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 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 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of 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.

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.

Goblin Barrel

Damage spells

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

Fireball Rocket Rage Tornado The Log

Punishments

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

Goblin Barrel

Pump responses

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

Fireball Rocket Goblin Barrel

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.

Goblin Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Fireball Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

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 Rage Clone 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 Goblin Barrel

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 Goblin Barrel

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.

Mirror Rage The Log Goblin Barrel Clone Tornado Fireball Rocket

Shortest cycle

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

7 Mirror Rage The Log Goblin Barrel

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.

Fireball
Mirror Tornado The Log
Rocket
Tornado Mirror
Mirror
Fireball Goblin Barrel The Log Rocket Tornado
Rage
Goblin Barrel
Mirror Clone
Clone
Goblin Barrel
Tornado
Fireball Rocket Mirror The Log
The Log
Mirror Fireball Tornado

Defense Synergies 5 3

Fireball
Mirror Tornado The Log
Rocket
Tornado The Log
Mirror
Fireball Tornado The Log
Rage
Goblin Barrel
Clone
Tornado
Fireball Rocket Mirror The Log
The Log
Fireball Rocket Mirror Tornado

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 Fireball The Log
The Log
Rocket Tornado
Fireball Rocket Tornado The Log
Fireball Tornado The Log
Rocket Tornado Fireball
Rocket Fireball The Log
Tornado
Tornado
Fireball Tornado The Log
Fireball Tornado
Fireball Rocket The Log
Fireball Rocket Tornado The Log
Rocket Tornado Fireball The Log
Fireball Tornado
Fireball Tornado The Log
Tornado The Log Fireball
Tornado
Fireball The Log

Counters to secondary win conditions

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

Fireball
Fireball Rocket The Log
Rocket The Log
Rocket Fireball Tornado The Log
Fireball Rocket Tornado
Rocket Fireball
Rocket Fireball Tornado The Log
Rocket Fireball Tornado The Log
Rocket Fireball
Fireball
Fireball Rocket Tornado The Log
Fireball The Log
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 Rocket The Log
Fireball Tornado The Log
Rocket Fireball The Log
Fireball Rocket The Log
Fireball Rocket The Log
Fireball Rocket Tornado
Tornado The Log
Fireball The Log Tornado
Fireball The Log Tornado
Rocket Fireball Tornado
Rocket Fireball Tornado The Log
Fireball Rocket Tornado
Rocket Fireball The Log
Fireball Rocket
Fireball The Log
Rocket Fireball The Log
Fireball Rocket The Log
Fireball Rocket Tornado
Rocket
Rocket Fireball The Log
Rocket Fireball Tornado The Log
Rocket Fireball The Log
Rocket Fireball Tornado
Rocket Tornado The Log
Rocket Fireball The Log
Tornado The Log Fireball
Fireball The Log Tornado
Fireball Tornado The Log
Fireball Rocket Tornado The Log
Fireball Tornado
Rocket Fireball
Fireball
Fireball Rocket The Log
Rocket Fireball
Rocket Fireball The Log
Fireball Rocket
Fireball Rocket Tornado
The Log Fireball
Fireball Rocket
The Log Fireball
Rocket Fireball Tornado
Fireball Rocket Tornado The Log
Fireball Rocket Tornado
Fireball Rocket Tornado The Log
Fireball Rocket

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