My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 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 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.

Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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.

Missing

Damage spells

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

Royal Delivery Rocket Tornado The Log

Pump responses

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

Rocket

Dropped at the bridge

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

Electro Spirit

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
Giant Snowball
Skeletons
Zap
Skeletons Inferno Tower
Barbarian Barrel
Skeletons Electro Spirit Inferno Tower
The Log
Skeletons Electro Spirit
Earthquake
Skeletons Inferno Tower
Arrows
Skeletons Electro Spirit
Royal Delivery
Skeletons Electro Spirit
Fireball
Inferno Tower
Poison
Inferno Tower
Lightning
Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Royal Delivery Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Royal Delivery Rocket Tornado 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.

Electro Spirit Royal Delivery Inferno Tower Rocket Tornado

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 Skeletons Electro Spirit The Log Royal Delivery Tornado Inferno Tower Rocket

Shortest cycle

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

4 Mirror Skeletons Electro Spirit The Log

Attack Synergies 2 3

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
Royal Delivery
Inferno Tower
Rocket
Tornado Mirror
Mirror
The Log Rocket Tornado
Tornado
Rocket Mirror The Log
The Log
Mirror Tornado

Defense Synergies 6 12

Skeletons
Electro Spirit Royal Delivery Inferno Tower Tornado The Log
Electro Spirit
Skeletons The Log
Royal Delivery
Inferno Tower Mirror Tornado Skeletons The Log
Inferno Tower
Royal Delivery The Log Skeletons Mirror Tornado
Rocket
Tornado The Log
Mirror
Royal Delivery Tornado Inferno Tower The Log
Tornado
Royal Delivery Rocket Mirror Skeletons Inferno Tower The Log
The Log
Inferno Tower Skeletons Electro Spirit Royal Delivery Rocket Mirror Tornado

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.

Rocket Inferno Tower The Log
Inferno Tower Skeletons Royal Delivery The Log
Inferno Tower Rocket Tornado Skeletons Royal Delivery
Inferno Tower Skeletons
Royal Delivery Rocket Tornado The Log
Royal Delivery Tornado The Log Skeletons Electro Spirit
Inferno Tower Rocket Tornado Electro Spirit Royal Delivery
Rocket Electro Spirit Inferno Tower The Log
Inferno Tower Skeletons Tornado
Tornado Skeletons Royal Delivery Inferno Tower
Skeletons Electro Spirit Royal Delivery Tornado The Log
Inferno Tower Royal Delivery Tornado
Inferno Tower Skeletons Royal Delivery Rocket The Log
Rocket Electro Spirit Royal Delivery Tornado The Log
Inferno Tower
Inferno Tower Rocket Tornado Royal Delivery The Log
Skeletons Royal Delivery Inferno Tower Tornado
Royal Delivery Electro Spirit Tornado The Log
Royal Delivery Tornado The Log Electro Spirit
Inferno Tower Tornado
Electro Spirit Royal Delivery The Log
Inferno Tower

Counters to secondary win conditions

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

Skeletons Royal Delivery Inferno Tower
Royal Delivery Rocket The Log
Royal Delivery Skeletons Inferno Tower Rocket The Log
Rocket Royal Delivery Inferno Tower Tornado The Log
Inferno Tower Skeletons Royal Delivery
Royal Delivery Rocket Skeletons Electro Spirit Tornado
Royal Delivery Rocket Skeletons Inferno Tower
Inferno Tower Royal Delivery
Royal Delivery Rocket Skeletons Electro Spirit Inferno Tower Tornado The Log
Inferno Tower Skeletons Royal Delivery
Inferno Tower
Rocket Royal Delivery Tornado The Log
Royal Delivery Rocket Skeletons Inferno Tower
Inferno Tower Skeletons Electro Spirit Royal Delivery Rocket Tornado The Log
Electro Spirit Royal Delivery Inferno Tower The Log
Electro Spirit Royal Delivery Inferno Tower

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.)

Rocket The Log
Tornado The Log
Rocket The Log
Rocket The Log
Rocket The Log
Electro Spirit Rocket Tornado
Tornado The Log
The Log Tornado
The Log Tornado
Rocket Tornado
Rocket Tornado The Log
Rocket Tornado
Rocket The Log
Rocket
The Log
Rocket The Log
Rocket The Log
Rocket Tornado
Rocket
Rocket The Log
Rocket Tornado The Log
Rocket The Log
Rocket Tornado
Rocket Tornado The Log
Rocket The Log
Tornado The Log Electro Spirit
The Log Tornado
Tornado The Log
Rocket Tornado The Log
Tornado
Rocket Electro Spirit
Rocket The Log
Rocket Electro Spirit
Rocket The Log
Electro Spirit Rocket
Rocket Tornado
The Log
Rocket
The Log
Rocket Tornado
Electro Spirit Rocket Tornado The Log
Rocket Tornado
Rocket Tornado The Log
Rocket

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