My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
Bad
Versatility
Bad
F2P score
Mediocre

4 problems 5 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 ground units!

You don't have any ground unit. You need those to stop or distract certain ground units. 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 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.

Missing

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 Arrows Earthquake Fireball Goblin Curse Rage Void

Pump responses

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

Earthquake Fireball Void

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

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Earthquake Fireball

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 Goblin Curse Rage Clone

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Goblin Curse Rage Arrows Earthquake Clone Void Fireball

Shortest cycle

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

9 Zap Goblin Curse Rage Arrows

Attack Synergies 9 3

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
Arrows Earthquake Fireball Goblin Curse Void
Arrows
Zap Fireball Goblin Curse Void Earthquake
Earthquake
Zap Goblin Curse Arrows Fireball
Fireball
Zap Arrows Earthquake Goblin Curse
Goblin Curse
Zap Arrows Earthquake Fireball
Rage
Clone
Void
Zap Arrows

Defense Synergies 2 5

Zap
Fireball Arrows Earthquake Void
Arrows
Void Zap Fireball
Earthquake
Zap Fireball
Fireball
Zap Arrows Earthquake
Goblin Curse
Rage
Clone
Void
Arrows Zap

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.

Earthquake Zap Fireball Void
Zap Goblin Curse
Goblin Curse Void
Goblin Curse
Arrows Earthquake Fireball
Arrows Fireball Zap Earthquake
Zap Arrows Fireball Goblin Curse Void
Earthquake Zap Arrows Fireball Void
Goblin Curse
Goblin Curse Zap Arrows Earthquake Fireball
Arrows Zap Fireball Goblin Curse
Zap Earthquake Fireball Goblin Curse
Fireball Zap Arrows Earthquake Goblin Curse
Goblin Curse
Zap Fireball Goblin Curse
Arrows Fireball
Arrows Fireball Zap
Zap Arrows Earthquake Fireball Goblin Curse
Goblin Curse
Arrows Earthquake Fireball Goblin Curse

Counters to secondary win conditions

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

Zap Fireball Void
Fireball Void Zap Arrows
Zap
Zap Fireball
Goblin Curse
Arrows Fireball Zap Goblin Curse
Fireball Void
Goblin Curse
Zap Void Fireball
Goblin Curse
Zap Arrows Fireball Void
Fireball Goblin Curse
Fireball Goblin Curse
Zap Fireball
Arrows Zap Earthquake Fireball Goblin Curse
Zap Arrows Fireball Void

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.)

Earthquake Fireball Void Arrows
Arrows Fireball Void Zap Goblin Curse
Earthquake Arrows Fireball Void
Earthquake Arrows Fireball Void
Fireball Zap Arrows Earthquake Goblin Curse
Arrows Fireball Zap Goblin Curse
Arrows Earthquake
Arrows Earthquake Fireball Zap Goblin Curse
Arrows Fireball Void Zap
Fireball Void
Void Zap Arrows Earthquake Fireball
Fireball Void Zap Arrows Goblin Curse
Earthquake Fireball Void
Earthquake Arrows Fireball Void
Earthquake Zap Arrows Fireball
Earthquake Zap Arrows Fireball
Earthquake Arrows Fireball
Arrows Earthquake Fireball
Void Zap Arrows Earthquake Fireball
Zap Arrows Earthquake Fireball Goblin Curse Void
Earthquake Fireball Void
Arrows Fireball Void
Void
Earthquake Zap Arrows Fireball Void
Zap Arrows Earthquake Goblin Curse Fireball
Arrows Fireball Void Zap Earthquake
Fireball Void Zap Arrows
Fireball Void Zap Arrows Goblin Curse
Zap Arrows Fireball Goblin Curse Void
Zap Fireball Void
Fireball Void
Void Zap Arrows Earthquake Fireball
Zap Void Arrows Fireball
Arrows Earthquake Fireball Goblin Curse
Zap Earthquake Fireball Void
Fireball Zap Arrows Goblin Curse
Arrows Fireball
Fireball Void
Arrows Zap Earthquake Fireball
Void Zap Arrows Fireball
Zap Fireball
Zap Fireball Void
Void Zap Fireball
Fireball Void
Void

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