My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
RIP
Versatility
Bad
F2P score
RIP

4 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 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 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.

Missing

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.

Giant Snowball Goblin Curse Tornado Void Freeze

Pump responses

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

Void

Dropped at the bridge

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

Heal 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
Goblin Curse Clone
Giant Snowball
Goblin Curse Clone
Zap
Goblin Curse Clone
Barbarian Barrel
Heal Spirit Goblin Curse Clone
The Log
Heal Spirit Goblin Curse Clone
Earthquake
Clone
Arrows
Heal Spirit Goblin Curse Clone
Royal Delivery
Heal Spirit Clone
Fireball
Clone
Poison
Goblin Curse Clone
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Giant Snowball Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Giant Snowball Tornado Freeze

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.

Heal Spirit Goblin Curse Clone Tornado Freeze

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.

Heal 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Heal Spirit Giant Snowball Goblin Curse Clone Tornado Void Freeze

Shortest cycle

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

5 Mirror Heal Spirit Giant Snowball Goblin Curse

Attack Synergies 1 5

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.

Giant Snowball
Goblin Curse Mirror Tornado
Heal Spirit
Mirror
Giant Snowball Tornado Freeze
Goblin Curse
Giant Snowball
Clone
Tornado
Giant Snowball Mirror Freeze
Void
Freeze
Mirror Tornado

Defense Synergies 2 0

Giant Snowball
Mirror
Heal Spirit
Mirror
Giant Snowball Tornado
Goblin Curse
Clone
Tornado
Mirror
Void
Freeze

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.

Void
Goblin Curse
Tornado Giant Snowball Goblin Curse Void Freeze
Goblin Curse
Tornado
Tornado Freeze Giant Snowball
Giant Snowball Tornado Goblin Curse Void Freeze
Void
Goblin Curse Tornado
Tornado Giant Snowball
Goblin Curse Giant Snowball Tornado Freeze
Giant Snowball Goblin Curse Tornado
Giant Snowball Goblin Curse Freeze
Giant Snowball Goblin Curse Tornado Freeze
Goblin Curse
Tornado Giant Snowball Goblin Curse Freeze
Tornado
Giant Snowball Tornado
Giant Snowball Tornado Freeze Goblin Curse
Goblin Curse Tornado
Giant Snowball Goblin Curse

Counters to secondary win conditions

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

Giant Snowball Void
Void Giant Snowball
Tornado
Goblin Curse
Giant Snowball Goblin Curse Tornado Freeze
Void
Goblin Curse
Void Freeze Giant Snowball Tornado
Goblin Curse
Giant Snowball Tornado Void
Goblin Curse
Goblin Curse
Tornado Freeze
Giant Snowball Goblin Curse Freeze
Giant Snowball 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.)

Void Freeze
Void Giant Snowball Goblin Curse Tornado
Void
Void Freeze
Giant Snowball Goblin Curse
Giant Snowball Goblin Curse Tornado Freeze
Tornado
Giant Snowball Goblin Curse Tornado Freeze
Void Giant Snowball Tornado
Giant Snowball Tornado Void
Void Tornado
Void Giant Snowball Goblin Curse Tornado
Giant Snowball Void
Void Freeze
Giant Snowball
Giant Snowball
Giant Snowball Tornado Freeze
Void Giant Snowball
Giant Snowball Goblin Curse Tornado Void
Void
Giant Snowball Tornado Void
Void Tornado
Giant Snowball Void
Giant Snowball Goblin Curse Tornado Freeze
Void Giant Snowball Tornado
Void Giant Snowball Tornado
Void Goblin Curse Tornado
Giant Snowball Goblin Curse Tornado Void
Giant Snowball Void Freeze
Giant Snowball Void
Void Giant Snowball
Void Giant Snowball Freeze
Giant Snowball Goblin Curse
Void Freeze
Giant Snowball Goblin Curse Tornado
Freeze
Void
Giant Snowball
Void Giant Snowball Tornado
Giant Snowball Tornado Freeze
Giant Snowball Tornado Void
Void Giant Snowball Tornado Freeze
Void
Void

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