My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Great!
Synergy
Bad
Versatility
RIP
F2P score
RIP

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 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 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!

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.

Goblinstein

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.

Zap Fireball Rocket Tornado Freeze The Log

Pump responses

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

Fireball Rocket

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Rocket Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Fireball Rocket Tornado Freeze 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 Tornado Freeze

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap The Log Tornado Fireball Freeze Goblinstein Rocket

Shortest cycle

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

7 Mirror Zap The Log Tornado

Attack Synergies 7 9

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.

Zap
Fireball Mirror Tornado Freeze The Log
Fireball
Zap Mirror Tornado Freeze The Log
Rocket
Tornado Mirror
Mirror
Zap Fireball The Log Rocket Tornado Freeze
Tornado
Zap Fireball Rocket Mirror Freeze The Log
Freeze
Zap Fireball Mirror Tornado
The Log
Mirror Zap Fireball Tornado
Goblinstein

Defense Synergies 7 6

Zap
Fireball Mirror Tornado The Log
Fireball
Zap Mirror Tornado The Log Freeze
Rocket
Tornado The Log
Mirror
Zap Fireball Tornado The Log
Tornado
Fireball Rocket Mirror Zap The Log
Freeze
Fireball
The Log
Fireball Zap Rocket Mirror Tornado
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.

Rocket Zap Fireball The Log
Zap The Log
Rocket Tornado Freeze
Fireball Rocket Tornado The Log
Fireball Tornado Freeze The Log Zap
Rocket Tornado Zap Fireball Freeze
Rocket Zap Fireball The Log
Tornado
Tornado
Zap Fireball Tornado Freeze The Log
Zap Fireball Tornado
Zap Fireball Rocket Freeze The Log
Fireball Rocket Zap Tornado Freeze The Log
Rocket Tornado Zap Fireball Freeze The Log
Fireball Tornado
Fireball Zap Tornado The Log
Zap Tornado Freeze 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.

Zap Fireball
Fireball Zap Rocket The Log
Zap Rocket The Log
Rocket Zap Fireball Tornado The Log
Fireball Rocket Zap Tornado Freeze
Rocket Fireball
Zap Rocket Freeze Fireball Tornado The Log
Rocket Zap Fireball Tornado The Log
Rocket Fireball
Fireball
Zap Fireball Rocket Tornado Freeze The Log
Zap Fireball Freeze The Log
Zap 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 Freeze The Log
Fireball Zap Tornado The Log
Rocket Fireball The Log
Fireball Rocket Freeze The Log
Fireball Rocket Zap The Log
Fireball Zap Rocket Tornado Freeze
Tornado The Log
Fireball The Log Zap Tornado Freeze
Fireball The Log Zap Tornado
Rocket Fireball Tornado
Rocket Zap Fireball Tornado The Log
Fireball Zap Rocket Tornado
Rocket Fireball The Log
Fireball Rocket Freeze
Zap Fireball The Log
Rocket Zap Fireball The Log
Fireball Rocket The Log
Fireball Rocket Tornado Freeze
Rocket
Rocket Zap Fireball The Log
Rocket Zap Fireball Tornado The Log
Rocket Fireball The Log
Rocket Fireball Tornado
Rocket Tornado The Log
Rocket Zap Fireball The Log
Zap Tornado Freeze The Log Fireball
Fireball The Log Zap Tornado
Fireball Zap Tornado The Log
Fireball Rocket Zap Tornado The Log
Zap Fireball Tornado
Zap Rocket Fireball Freeze
Fireball
Zap Fireball Rocket The Log
Zap Rocket Fireball Freeze
Rocket Fireball The Log
Zap Fireball Rocket Freeze
Fireball Rocket Zap Tornado
Freeze
The Log Fireball
Fireball Rocket
The Log Zap Fireball
Rocket Zap Fireball Tornado
Zap Fireball Rocket Tornado Freeze The Log
Zap Fireball Rocket Tornado
Zap Fireball Rocket Tornado Freeze The Log
Fireball Rocket

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