My Best Clash Royale Deck

Deck Check Rating

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

4 problems 7 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!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Arrows Earthquake Fireball Rocket Tornado Poison Lightning

Pump responses

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

Earthquake Fireball Rocket Poison Lightning

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
Rocket

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Rocket Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake Fireball Rocket Tornado Poison

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 Rocket Tornado Poison

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Arrows Earthquake Tornado Fireball Poison Rocket Lightning

Shortest cycle

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

9 Mirror Arrows Earthquake Tornado

Attack Synergies 5 10

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.

Arrows
Fireball Mirror Earthquake Lightning
Earthquake
Arrows Fireball Mirror Tornado
Fireball
Arrows Mirror Tornado Earthquake
Rocket
Tornado Mirror
Mirror
Arrows Fireball Earthquake Rocket Tornado Poison Lightning
Tornado
Fireball Rocket Earthquake Mirror Poison
Poison
Mirror Tornado
Lightning
Arrows Mirror

Defense Synergies 5 7

Arrows
Mirror Fireball Tornado Lightning
Earthquake
Fireball Tornado
Fireball
Mirror Tornado Arrows Earthquake
Rocket
Tornado
Mirror
Arrows Fireball Tornado Poison
Tornado
Fireball Rocket Mirror Arrows Earthquake Poison
Poison
Mirror Tornado
Lightning
Arrows

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 Rocket Lightning Fireball
Rocket Tornado Lightning
Lightning Arrows Earthquake Fireball Rocket Tornado Poison
Arrows Fireball Tornado Earthquake
Rocket Tornado Lightning Arrows Fireball Poison
Earthquake Rocket Lightning Arrows Fireball Poison
Tornado
Tornado
Poison Arrows Earthquake Fireball Tornado
Arrows Fireball Tornado Poison
Earthquake Fireball Rocket Lightning
Fireball Rocket Arrows Earthquake Tornado Poison
Rocket Tornado Fireball Lightning
Arrows Fireball Tornado Poison
Arrows Fireball Tornado
Arrows Earthquake Tornado Poison Fireball
Tornado
Arrows Earthquake Fireball Poison

Counters to secondary win conditions

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

Fireball
Fireball Poison Arrows Rocket Lightning
Rocket Lightning
Rocket Lightning Fireball Tornado
Arrows Fireball Rocket Poison Tornado
Rocket Fireball Lightning
Rocket Lightning Fireball Tornado Poison
Rocket Lightning Arrows Fireball Tornado Poison
Rocket Lightning Fireball
Fireball
Fireball Rocket Tornado Poison Lightning
Arrows Poison Earthquake Fireball
Arrows 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.)

Earthquake Fireball Poison Lightning Arrows Rocket
Arrows Fireball Poison Tornado
Earthquake Rocket Lightning Arrows Fireball Poison
Earthquake Lightning Arrows Fireball Rocket Poison
Fireball Rocket Poison Arrows Earthquake
Arrows Fireball Poison Rocket Tornado
Arrows Earthquake Tornado Poison
Arrows Earthquake Fireball Poison Tornado Lightning
Arrows Fireball Poison Tornado Lightning
Rocket Lightning Fireball Tornado Poison
Rocket Poison Lightning Arrows Earthquake Fireball Tornado
Fireball Poison Lightning Arrows Rocket Tornado
Earthquake Rocket Poison Lightning Fireball
Earthquake Lightning Arrows Fireball Rocket Poison
Earthquake Lightning Arrows Fireball Poison
Earthquake Rocket Lightning Arrows Fireball Poison
Earthquake Lightning Arrows Fireball Rocket Poison
Lightning Arrows Earthquake Fireball Rocket Tornado Poison
Rocket Lightning
Rocket Lightning Arrows Earthquake Fireball Poison
Rocket Lightning Arrows Earthquake Fireball Tornado Poison
Rocket Lightning Earthquake Fireball Poison
Rocket Lightning Arrows Fireball Tornado Poison
Rocket Tornado Lightning
Earthquake Rocket Lightning Arrows Fireball Poison
Arrows Earthquake Tornado Poison Fireball
Arrows Fireball Poison Earthquake Tornado Lightning
Fireball Lightning Arrows Tornado Poison
Fireball Rocket Poison Lightning Arrows Tornado
Poison Lightning Arrows Fireball Tornado
Rocket Lightning Fireball Poison
Lightning Fireball
Poison Lightning Arrows Earthquake Fireball Rocket
Rocket Lightning Arrows Fireball Poison
Rocket Arrows Earthquake Fireball Poison Lightning
Earthquake Lightning Fireball Rocket
Fireball Rocket Poison Lightning Arrows Tornado
Arrows Fireball
Fireball Poison Lightning Rocket
Arrows Earthquake Fireball Poison Lightning
Rocket Lightning Arrows Fireball Tornado Poison
Fireball Rocket Tornado Poison Lightning
Fireball Rocket Tornado Poison Lightning
Poison Lightning Fireball Rocket Tornado
Fireball Lightning Rocket
Poison

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