My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
F2P score
Bad

2 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 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 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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. 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.

Goblin Drill

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.

Goblin Drill

Damage spells

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

Arrows Earthquake Fireball Rocket Void Poison Lightning

Pump responses

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

Earthquake Fireball Rocket Void Poison Goblin Drill Lightning

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.

Goblin Drill

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

Against air swarms

Spells and units that can counter air swarms.

Arrows Fireball Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Earthquake Fireball Rocket 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 Poison Goblin Drill

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.

Arrows Earthquake Void Fireball Poison Goblin Drill Rocket Lightning

Shortest cycle

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

13 Arrows Earthquake Void Fireball

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
Fireball Void Earthquake Goblin Drill Lightning
Earthquake
Arrows Fireball
Fireball
Arrows Goblin Drill Earthquake
Rocket
Void
Arrows Poison
Poison
Void Goblin Drill
Goblin Drill
Fireball Arrows Poison
Lightning
Arrows

Defense Synergies 1 5

Arrows
Void Fireball Lightning
Earthquake
Fireball
Fireball
Arrows Earthquake Goblin Drill
Rocket
Void
Arrows Poison
Poison
Void
Goblin Drill
Fireball
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 Void
Goblin Drill
Rocket Void Goblin Drill Lightning
Goblin Drill
Lightning Arrows Earthquake Fireball Rocket Poison
Arrows Fireball Earthquake
Rocket Lightning Arrows Fireball Void Poison
Earthquake Rocket Lightning Arrows Fireball Void Poison
Goblin Drill
Poison Arrows Earthquake Fireball Goblin Drill
Arrows Fireball Poison
Goblin Drill Earthquake Fireball Rocket Lightning
Fireball Rocket Arrows Earthquake Poison Goblin Drill
Goblin Drill
Rocket Fireball Goblin Drill Lightning
Arrows Fireball Poison Goblin Drill
Arrows Fireball Goblin Drill
Arrows Earthquake Poison Goblin Drill Fireball
Goblin Drill
Arrows Earthquake Fireball Poison

Counters to secondary win conditions

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

Fireball Void
Fireball Void Poison Arrows Rocket Lightning
Rocket Lightning
Rocket Lightning Fireball
Goblin Drill
Arrows Fireball Rocket Poison
Rocket Fireball Void Lightning
Rocket Void Lightning Fireball Poison
Goblin Drill
Rocket Lightning Arrows Fireball Void Poison
Rocket Lightning Fireball
Fireball
Fireball Rocket Poison Goblin Drill Lightning
Arrows Poison Earthquake Fireball
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 Poison Lightning Arrows Rocket Goblin Drill
Arrows Fireball Void Poison
Earthquake Rocket Lightning Arrows Fireball Void Poison Goblin Drill
Earthquake Lightning Arrows Fireball Rocket Void Poison
Fireball Rocket Poison Arrows Earthquake
Arrows Fireball Poison Rocket
Arrows Earthquake Poison
Arrows Earthquake Fireball Poison Lightning
Arrows Fireball Void Poison Lightning
Rocket Lightning Fireball Void Poison
Rocket Void Poison Lightning Arrows Earthquake Fireball
Fireball Void Poison Lightning Arrows Rocket
Earthquake Rocket Poison Lightning Fireball Void
Earthquake Lightning Arrows Fireball Rocket Void Poison
Earthquake Lightning Arrows Fireball Poison
Earthquake Rocket Lightning Arrows Fireball Poison Goblin Drill
Earthquake Lightning Arrows Fireball Rocket Poison
Lightning Arrows Earthquake Fireball Rocket Poison
Rocket Lightning
Rocket Void Lightning Arrows Earthquake Fireball Poison
Rocket Lightning Arrows Earthquake Fireball Void Poison
Rocket Lightning Earthquake Fireball Void Poison
Rocket Lightning Arrows Fireball Void Poison
Rocket Void Lightning
Earthquake Rocket Lightning Arrows Fireball Void Poison Goblin Drill
Arrows Earthquake Poison Fireball
Arrows Fireball Void Poison Earthquake Lightning
Fireball Void Lightning Arrows Poison
Fireball Rocket Void Poison Lightning Arrows
Poison Lightning Arrows Fireball Void
Rocket Lightning Fireball Void Poison
Lightning Fireball Void
Void Poison Lightning Arrows Earthquake Fireball Rocket
Rocket Void Lightning Arrows Fireball Poison
Rocket Arrows Earthquake Fireball Poison Lightning
Earthquake Lightning Fireball Rocket Void
Fireball Rocket Poison Lightning Arrows
Arrows Fireball
Fireball Void Poison Lightning Rocket
Arrows Earthquake Fireball Poison Lightning
Rocket Void Lightning Arrows Fireball Poison
Fireball Rocket Poison Lightning
Fireball Rocket Void Poison Lightning
Void Poison Lightning Fireball Rocket
Fireball Lightning Rocket Void
Void

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