My Best Clash Royale Deck

Deck Check Rating

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

4 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 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!

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.

Skeletons Bomber Elixir Collector

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 Rocket The Log

Pump responses

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

Rocket Elixir Collector

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap Arrows Rocket The Log

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 Rocket Elixir Collector

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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Bomber Zap The Log Arrows Rocket Elixir Collector

Shortest cycle

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

6 Skeletons Fire Spirit Bomber Zap

Attack Synergies 1 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
Fire Spirit
Zap
Bomber
Zap
Zap
Arrows Fire Spirit Bomber The Log
Arrows
Zap
Rocket
Elixir Collector
The Log
Zap

Defense Synergies 0 11

Skeletons
Fire Spirit Bomber Zap The Log
Fire Spirit
Skeletons Zap The Log
Bomber
Skeletons Zap The Log
Zap
Skeletons Fire Spirit Bomber Arrows The Log
Arrows
Zap
Rocket
The Log
Elixir Collector
The Log
Skeletons Fire Spirit Bomber Zap Rocket

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 Bomber Zap The Log
Skeletons Zap The Log
Rocket Skeletons Fire Spirit Bomber
Skeletons
Bomber Arrows Rocket The Log
Arrows The Log Skeletons Fire Spirit Bomber Zap
Rocket Fire Spirit Zap Arrows
Rocket Zap Arrows The Log
Skeletons
Skeletons Fire Spirit Bomber
Skeletons Bomber Zap Arrows The Log
Arrows Zap
Skeletons Fire Spirit Bomber Zap Rocket The Log
Fire Spirit Bomber Rocket Zap Arrows The Log
Rocket Zap The Log
Skeletons Bomber Arrows
Fire Spirit Arrows Bomber Zap The Log
Zap Arrows The Log Fire Spirit Bomber
Bomber Fire Spirit Arrows The Log

Counters to secondary win conditions

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

Skeletons Zap
Bomber Zap Arrows Rocket The Log
Skeletons Zap Rocket The Log
Rocket Zap The Log
Skeletons
Fire Spirit Arrows Rocket Skeletons Zap
Rocket Skeletons
Zap Rocket Skeletons The Log
Skeletons
Rocket Zap Arrows The Log
Rocket Skeletons
Bomber
Skeletons Bomber Zap Rocket The Log
Arrows Bomber Zap The Log
Bomber Zap Arrows

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.)

Arrows Rocket The Log
Arrows Zap The Log
Rocket Arrows The Log
Arrows Rocket The Log
Bomber Rocket Fire Spirit Zap Arrows The Log
Arrows Fire Spirit Zap Rocket
Fire Spirit Bomber Arrows The Log
Arrows The Log Fire Spirit Zap
Arrows The Log Zap
Rocket Fire Spirit
Rocket Zap Arrows The Log
Fire Spirit Zap Arrows Rocket
Rocket Fire Spirit The Log
Arrows Rocket
Zap Arrows The Log
Rocket Bomber Zap Arrows The Log
Arrows Rocket The Log
Arrows Rocket
Bomber Rocket
Rocket Fire Spirit Bomber Zap Arrows The Log
Rocket Fire Spirit Bomber Zap Arrows The Log
Rocket The Log
Rocket Arrows
Rocket The Log
Rocket Zap Arrows The Log
Zap Arrows The Log Fire Spirit Bomber
Arrows The Log Zap
Zap Arrows The Log
Rocket Zap Arrows The Log
Fire Spirit Zap Arrows
Zap Rocket
Bomber Zap Arrows Rocket The Log
Zap Rocket Arrows
Rocket Arrows The Log
Zap Fire Spirit Rocket
Rocket Fire Spirit Zap Arrows
Arrows The Log
Rocket
Arrows The Log Bomber Zap
Rocket Zap Arrows
Zap Rocket The Log
Zap Rocket
Zap Rocket The Log
Rocket

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: