My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Mediocre
Synergy
RIP
Versatility
RIP
F2P score
Mediocre

3 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 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 to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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!

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.

Skeletons

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Zap Royal Delivery Rage

Punishments

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

Wall Breakers

Pump responses

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

Missing

Dropped at the bridge

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

Electro Spirit Wall Breakers

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.

Electro Spirit

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
Skeletons Wall Breakers Clone
Giant Snowball
Skeletons Wall Breakers Clone
Zap
Skeletons Wall Breakers Clone
Barbarian Barrel
Skeletons Electro Spirit Wall Breakers Clone
The Log
Skeletons Electro Spirit Wall Breakers Clone
Earthquake
Skeletons Clone
Arrows
Skeletons Electro Spirit Wall Breakers Clone
Royal Delivery
Skeletons Electro Spirit Wall Breakers Clone
Fireball
Wall Breakers Clone
Poison
Clone
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Royal Delivery

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Royal Delivery

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.

Electro Spirit Royal Delivery Rage Clone

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.

Mirror Skeletons Electro Spirit Zap Wall Breakers Rage Royal Delivery Clone

Shortest cycle

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

4 Mirror Skeletons Electro Spirit Zap

Attack Synergies 1 4

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.

Skeletons
Electro Spirit
Zap Wall Breakers
Zap
Mirror Electro Spirit Wall Breakers
Royal Delivery
Mirror
Zap Wall Breakers
Wall Breakers
Electro Spirit Zap Mirror
Rage
Clone

Defense Synergies 2 5

Skeletons
Electro Spirit Zap Royal Delivery
Electro Spirit
Skeletons Zap
Zap
Mirror Skeletons Electro Spirit Royal Delivery
Royal Delivery
Mirror Skeletons Zap
Mirror
Zap Royal Delivery
Wall Breakers
Rage
Clone

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.

Zap
Skeletons Zap Royal Delivery
Skeletons Royal Delivery
Skeletons
Royal Delivery
Royal Delivery Skeletons Electro Spirit Zap
Electro Spirit Zap Royal Delivery
Electro Spirit Zap
Skeletons
Skeletons Royal Delivery
Skeletons Electro Spirit Zap Royal Delivery
Zap Royal Delivery
Skeletons Zap Royal Delivery
Electro Spirit Zap Royal Delivery
Zap Royal Delivery
Skeletons Royal Delivery
Royal Delivery Electro Spirit Zap
Zap Royal Delivery Electro Spirit
Electro Spirit Royal Delivery

Counters to secondary win conditions

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

Skeletons Zap Royal Delivery
Royal Delivery Zap
Royal Delivery Skeletons Zap
Zap Royal Delivery
Skeletons Royal Delivery
Royal Delivery Skeletons Electro Spirit Zap
Royal Delivery Skeletons
Royal Delivery
Zap Royal Delivery Skeletons Electro Spirit
Skeletons Royal Delivery
Zap Royal Delivery
Royal Delivery Skeletons
Skeletons Electro Spirit Zap Royal Delivery
Electro Spirit Zap Royal Delivery
Royal Delivery

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.)

Zap
Zap
Electro Spirit Zap
Zap
Zap
Zap
Zap
Zap
Zap
Zap
Zap
Zap
Zap Electro Spirit
Zap
Zap
Zap
Zap
Zap Electro Spirit
Zap
Zap Electro Spirit
Zap Electro Spirit
Zap
Zap
Zap
Zap Electro Spirit
Zap
Zap

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