My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 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 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 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.

Electro Wizard

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.

Electro Wizard

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 Fireball Rage The Log

Punishments

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

Elite Barbarians

Pump responses

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

Fireball

Dropped at the bridge

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

Barbarians Elite Barbarians

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.

Elite Barbarians Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Fireball 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.

Arrows 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.

Elite Barbarians 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.

Barbarians Fireball Electro Wizard

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.

Rage The Log Arrows Clone Fireball Electro Wizard Barbarians Elite Barbarians

Shortest cycle

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

10 Rage The Log Arrows Clone

Attack Synergies 3 6

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
Elite Barbarians Fireball
Barbarians
Elite Barbarians
Arrows Rage Fireball The Log
Fireball
Arrows Elite Barbarians The Log Electro Wizard
Rage
Elite Barbarians Electro Wizard
Clone
Electro Wizard
The Log
Elite Barbarians Fireball
Electro Wizard
Fireball Rage Clone

Defense Synergies 1 5

Arrows
Barbarians Fireball
Barbarians
Arrows
Elite Barbarians
The Log
Fireball
The Log Arrows Electro Wizard
Rage
Clone
The Log
Fireball Elite Barbarians Electro Wizard
Electro Wizard
Fireball The Log

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.

Fireball The Log Electro Wizard
Barbarians Elite Barbarians The Log Electro Wizard
Barbarians Elite Barbarians Electro Wizard
Barbarians Elite Barbarians Electro Wizard
Arrows Barbarians Elite Barbarians Fireball The Log
Arrows Fireball The Log Electro Wizard
Electro Wizard Arrows Fireball
Arrows Barbarians Fireball The Log Electro Wizard
Barbarians Elite Barbarians
Elite Barbarians Barbarians Electro Wizard
Barbarians Electro Wizard Arrows Fireball The Log
Arrows Fireball Electro Wizard
Barbarians Elite Barbarians Fireball The Log Electro Wizard
Fireball Arrows Barbarians The Log Electro Wizard
Barbarians Elite Barbarians Electro Wizard
Barbarians Elite Barbarians Fireball The Log Electro Wizard
Barbarians Arrows Elite Barbarians Fireball Electro Wizard
Arrows Fireball Barbarians Elite Barbarians The Log Electro Wizard
Arrows The Log Barbarians Fireball Electro Wizard
Barbarians Elite Barbarians Electro Wizard
Arrows Barbarians Elite Barbarians Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Barbarians Elite Barbarians Fireball Electro Wizard
Fireball Electro Wizard Arrows Elite Barbarians The Log
Barbarians Elite Barbarians The Log Electro Wizard
Barbarians Elite Barbarians Fireball The Log Electro Wizard
Barbarians Elite Barbarians
Arrows Fireball Electro Wizard
Barbarians Elite Barbarians Fireball Electro Wizard
Barbarians Elite Barbarians
Electro Wizard Barbarians Elite Barbarians Fireball The Log
Barbarians
Barbarians Elite Barbarians
Arrows Barbarians Elite Barbarians Fireball The Log Electro Wizard
Barbarians Elite Barbarians Fireball
Barbarians Fireball
Barbarians Elite Barbarians Electro Wizard Fireball The Log
Arrows Barbarians Elite Barbarians Fireball The Log Electro Wizard
Arrows Fireball Electro Wizard

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 Arrows The Log
Arrows Fireball The Log Electro Wizard
Arrows Fireball The Log
Arrows Barbarians Fireball The Log
Fireball Arrows The Log
Arrows Fireball
Arrows The Log
Arrows Fireball The Log
Arrows Fireball The Log
Elite Barbarians Fireball Electro Wizard
Arrows Fireball The Log Electro Wizard
Fireball Arrows
Elite Barbarians Fireball The Log
Arrows Fireball
Arrows Elite Barbarians Fireball The Log
Arrows Fireball The Log
Arrows Fireball The Log
Arrows Fireball
Arrows Fireball The Log Electro Wizard
Arrows Fireball The Log
Fireball The Log
Arrows Fireball
The Log
Arrows Barbarians Fireball The Log
Arrows The Log Fireball
Arrows Fireball The Log Electro Wizard
Fireball Arrows The Log
Fireball Arrows The Log
Elite Barbarians Arrows Fireball Electro Wizard
Electro Wizard Fireball
Elite Barbarians Fireball
Arrows Fireball The Log
Arrows Fireball Electro Wizard
Arrows Fireball The Log
Electro Wizard Barbarians Fireball
Fireball Arrows Electro Wizard
Arrows The Log Fireball
Fireball Electro Wizard
Arrows The Log Fireball
Arrows Fireball
Elite Barbarians
Elite Barbarians Fireball The Log Electro Wizard
Fireball Electro Wizard
Fireball The Log Electro Wizard
Fireball

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