My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
Bad
Versatility
RIP
F2P score
Bad

4 problems 6 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 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.

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 Giant Snowball Rocket Tornado Freeze The Log

Pump responses

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

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

Against air swarms

Spells and units that can counter air swarms.

Zap Giant Snowball Rocket Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Zap Giant Snowball 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 Clone Tornado Freeze

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Zap Giant Snowball The Log Clone Tornado Freeze Rocket

Shortest cycle

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

6 Mirror Zap Giant Snowball The Log

Attack Synergies 4 11

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
Mirror Tornado Giant Snowball Freeze The Log
Giant Snowball
Zap Mirror Tornado The Log
Rocket
Tornado Mirror
Mirror
Zap The Log Giant Snowball Rocket Tornado Freeze
Clone
Tornado
Zap Rocket Giant Snowball Mirror Freeze The Log
Freeze
Zap Mirror Tornado
The Log
Mirror Zap Giant Snowball Tornado

Defense Synergies 4 7

Zap
Mirror Giant Snowball Tornado The Log
Giant Snowball
Mirror Zap The Log
Rocket
Tornado The Log
Mirror
Zap Giant Snowball Tornado The Log
Clone
Tornado
Rocket Mirror Zap The Log
Freeze
The Log
Zap Giant Snowball 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 Zap The Log
Zap The Log
Rocket Tornado Giant Snowball Freeze
Rocket Tornado The Log
Tornado Freeze The Log Zap Giant Snowball
Giant Snowball Rocket Tornado Zap Freeze
Rocket Zap The Log
Tornado
Tornado Giant Snowball
Zap Giant Snowball Tornado Freeze The Log
Zap Giant Snowball Tornado
Zap Giant Snowball Rocket Freeze The Log
Rocket Zap Giant Snowball Tornado Freeze The Log
Rocket Tornado Zap Giant Snowball Freeze The Log
Tornado
Zap Giant Snowball Tornado The Log
Zap Giant Snowball Tornado Freeze The Log
Tornado
Giant Snowball The Log

Counters to secondary win conditions

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

Zap Giant Snowball
Zap Giant Snowball Rocket The Log
Zap Rocket The Log
Rocket Zap Tornado The Log
Rocket Zap Giant Snowball Tornado Freeze
Rocket
Zap Rocket Freeze Giant Snowball Tornado The Log
Rocket Zap Giant Snowball Tornado The Log
Rocket
Zap Rocket Tornado Freeze The Log
Zap Giant Snowball Freeze The Log
Zap Giant Snowball

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.)

Rocket Freeze The Log
Zap Giant Snowball Tornado The Log
Rocket The Log
Rocket Freeze The Log
Rocket Zap Giant Snowball The Log
Zap Giant Snowball Rocket Tornado Freeze
Tornado The Log
The Log Zap Giant Snowball Tornado Freeze
The Log Zap Giant Snowball Tornado
Rocket Giant Snowball Tornado
Rocket Zap Tornado The Log
Zap Giant Snowball Rocket Tornado
Rocket Giant Snowball The Log
Rocket Freeze
Zap Giant Snowball The Log
Rocket Zap Giant Snowball The Log
Rocket The Log
Giant Snowball Rocket Tornado Freeze
Rocket
Rocket Zap Giant Snowball The Log
Rocket Zap Giant Snowball Tornado The Log
Rocket The Log
Rocket Giant Snowball Tornado
Rocket Tornado The Log
Rocket Zap Giant Snowball The Log
Zap Giant Snowball Tornado Freeze The Log
The Log Zap Giant Snowball Tornado
Zap Giant Snowball Tornado The Log
Rocket Zap Tornado The Log
Zap Giant Snowball Tornado
Zap Rocket Giant Snowball Freeze
Giant Snowball
Zap Giant Snowball Rocket The Log
Zap Rocket Giant Snowball Freeze
Rocket Giant Snowball The Log
Zap Rocket Freeze
Rocket Zap Giant Snowball Tornado
Freeze
The Log
Rocket
The Log Zap Giant Snowball
Rocket Zap Giant Snowball Tornado
Zap Giant Snowball Rocket Tornado Freeze The Log
Zap Giant Snowball Rocket Tornado
Zap Giant Snowball Rocket Tornado Freeze The Log
Rocket

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