My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Great!
Synergy
Bad
Versatility
RIP
F2P score
Good

4 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 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 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.

Fire Spirit

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 Arrows Earthquake Fireball Poison Lightning

Pump responses

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

Earthquake Fireball Poison Lightning

Dropped at the bridge

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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Fireball Poison

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Earthquake Fireball Poison

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

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.

Fire Spirit Arrows 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.

Fire Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Fire Spirit Zap Arrows Earthquake Fireball Poison Lightning

Shortest cycle

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

6 Mirror Fire Spirit Zap Arrows

Attack Synergies 7 8

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.

Fire Spirit
Zap
Zap
Arrows Earthquake Fireball Mirror Fire Spirit Poison
Arrows
Zap Fireball Mirror Earthquake Lightning
Earthquake
Zap Arrows Fireball Mirror
Fireball
Zap Arrows Mirror Earthquake
Mirror
Zap Arrows Fireball Earthquake Poison Lightning
Poison
Zap Mirror
Lightning
Arrows Mirror

Defense Synergies 4 8

Fire Spirit
Zap
Zap
Fireball Mirror Fire Spirit Arrows Earthquake Poison
Arrows
Mirror Zap Fireball Lightning
Earthquake
Zap Fireball
Fireball
Zap Mirror Arrows Earthquake
Mirror
Zap Arrows Fireball Poison
Poison
Zap Mirror
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 Lightning Zap Fireball
Zap
Fire Spirit Lightning
Lightning Arrows Earthquake Fireball Poison
Arrows Fireball Fire Spirit Zap Earthquake
Lightning Fire Spirit Zap Arrows Fireball Poison
Earthquake Lightning Zap Arrows Fireball Poison
Fire Spirit
Poison Zap Arrows Earthquake Fireball
Arrows Zap Fireball Poison
Fire Spirit Zap Earthquake Fireball Lightning
Fire Spirit Fireball Zap Arrows Earthquake Poison
Zap Fireball Lightning
Arrows Fireball Poison
Fire Spirit Arrows Fireball Zap
Zap Arrows Earthquake Poison Fire Spirit Fireball
Fire Spirit Arrows Earthquake Fireball Poison

Counters to secondary win conditions

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

Zap Fireball
Fireball Poison Zap Arrows Lightning
Zap Lightning
Lightning Zap Fireball
Fire Spirit Arrows Fireball Poison Zap
Fireball Lightning
Zap Lightning Fireball Poison
Lightning Zap Arrows Fireball Poison
Lightning Fireball
Fireball
Zap Fireball Poison Lightning
Arrows Poison Zap Earthquake Fireball
Zap 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
Arrows Fireball Poison Zap
Earthquake Lightning Arrows Fireball Poison
Earthquake Lightning Arrows Fireball Poison
Fireball Poison Fire Spirit Zap Arrows Earthquake
Arrows Fireball Poison Fire Spirit Zap
Fire Spirit Arrows Earthquake Poison
Arrows Earthquake Fireball Poison Fire Spirit Zap Lightning
Arrows Fireball Poison Zap Lightning
Lightning Fire Spirit Fireball Poison
Poison Lightning Zap Arrows Earthquake Fireball
Fireball Poison Lightning Fire Spirit Zap Arrows
Earthquake Poison Lightning Fire Spirit Fireball
Earthquake Lightning Arrows Fireball Poison
Earthquake Lightning Zap Arrows Fireball Poison
Earthquake Lightning Zap Arrows Fireball Poison
Earthquake Lightning Arrows Fireball Poison
Lightning Arrows Earthquake Fireball Poison
Lightning
Lightning Fire Spirit Zap Arrows Earthquake Fireball Poison
Lightning Fire Spirit Zap Arrows Earthquake Fireball Poison
Lightning Earthquake Fireball Poison
Lightning Arrows Fireball Poison
Lightning
Earthquake Lightning Zap Arrows Fireball Poison
Zap Arrows Earthquake Poison Fire Spirit Fireball
Arrows Fireball Poison Zap Earthquake Lightning
Fireball Lightning Zap Arrows Poison
Fireball Poison Lightning Zap Arrows
Poison Lightning Fire Spirit Zap Arrows Fireball
Zap Lightning Fireball Poison
Lightning Fireball
Poison Lightning Zap Arrows Earthquake Fireball
Zap Lightning Arrows Fireball Poison
Arrows Earthquake Fireball Poison Lightning
Zap Earthquake Lightning Fire Spirit Fireball
Fireball Poison Lightning Fire Spirit Zap Arrows
Arrows Fireball
Fireball Poison Lightning
Arrows Zap Earthquake Fireball Poison Lightning
Lightning Zap Arrows Fireball Poison
Zap Fireball Poison Lightning
Zap Fireball Poison Lightning
Poison Lightning Zap Fireball
Fireball Lightning
Poison

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