My Best Clash Royale Deck

Deck Check Rating

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

4 problems 6 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 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 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.

Electro Dragon

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.

Electro Dragon

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 Fireball Tornado Freeze Poison Lightning

Pump responses

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

Fireball Poison 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.

Electro Dragon

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
Electro Dragon
Zap
Barbarian Barrel
The Log
Earthquake
Arrows
Royal Delivery
Electro Dragon
Fireball
Electro Dragon
Poison
Electro Dragon
Lightning
Electro Dragon
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Zap Arrows Fireball Tornado Freeze Poison Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Arrows Fireball Tornado Freeze Poison Electro Dragon

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 Tornado Freeze 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.

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.

Zap Arrows Tornado Fireball Freeze Poison Electro Dragon Lightning

Shortest cycle

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

12 Zap Arrows Tornado Fireball

Attack Synergies 5 11

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.

Zap
Arrows Fireball Tornado Freeze Poison Electro Dragon
Arrows
Zap Fireball Freeze Lightning
Fireball
Zap Arrows Tornado Freeze
Tornado
Zap Fireball Freeze Poison Electro Dragon
Freeze
Zap Arrows Fireball Tornado Poison
Poison
Zap Tornado Freeze Electro Dragon
Electro Dragon
Zap Tornado Poison
Lightning
Arrows

Defense Synergies 2 10

Zap
Fireball Arrows Tornado Poison Electro Dragon
Arrows
Zap Fireball Tornado Lightning
Fireball
Zap Tornado Arrows Freeze
Tornado
Fireball Zap Arrows Poison Electro Dragon
Freeze
Fireball
Poison
Zap Tornado
Electro Dragon
Zap Tornado
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.

Lightning Zap Fireball Electro Dragon
Zap Electro Dragon
Tornado Freeze Electro Dragon Lightning
Electro Dragon
Lightning Arrows Fireball Tornado Poison
Arrows Fireball Tornado Freeze Zap Electro Dragon
Tornado Lightning Zap Arrows Fireball Freeze Poison Electro Dragon
Lightning Zap Arrows Fireball Poison Electro Dragon
Tornado
Tornado
Poison Zap Arrows Fireball Tornado Freeze Electro Dragon
Arrows Zap Fireball Tornado Poison Electro Dragon
Zap Fireball Freeze Electro Dragon Lightning
Fireball Zap Arrows Tornado Freeze Poison Electro Dragon
Tornado Zap Fireball Freeze Lightning
Arrows Fireball Tornado Poison Electro Dragon
Arrows Fireball Zap Tornado Electro Dragon
Zap Arrows Tornado Freeze Poison Fireball Electro Dragon
Tornado
Arrows Fireball Poison Electro Dragon

Counters to secondary win conditions

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

Zap Fireball
Fireball Poison Zap Arrows Electro Dragon Lightning
Zap Electro Dragon Lightning
Lightning Zap Fireball Tornado
Arrows Fireball Poison Zap Tornado Freeze Electro Dragon
Fireball Lightning
Zap Freeze Electro Dragon Lightning Fireball Tornado Poison
Electro Dragon
Lightning Zap Arrows Fireball Tornado Poison
Lightning Fireball
Fireball Electro Dragon
Electro Dragon Zap Fireball Tornado Freeze Poison Lightning
Arrows Poison Zap Fireball Freeze Electro Dragon
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.)

Fireball Poison Lightning Arrows Freeze Electro Dragon
Arrows Fireball Poison Zap Tornado Electro Dragon
Lightning Arrows Fireball Poison Electro Dragon
Lightning Arrows Fireball Freeze Poison
Fireball Poison Zap Arrows
Arrows Fireball Poison Zap Tornado Freeze Electro Dragon
Arrows Tornado Poison
Arrows Fireball Poison Zap Tornado Freeze Electro Dragon Lightning
Arrows Fireball Poison Zap Tornado Electro Dragon Lightning
Lightning Fireball Tornado Poison Electro Dragon
Poison Lightning Zap Arrows Fireball Tornado Electro Dragon
Fireball Poison Lightning Zap Arrows Tornado Electro Dragon
Poison Lightning Fireball
Lightning Arrows Fireball Freeze Poison Electro Dragon
Lightning Zap Arrows Fireball Poison
Lightning Zap Arrows Fireball Poison Electro Dragon
Lightning Arrows Fireball Poison Electro Dragon
Lightning Arrows Fireball Tornado Freeze Poison
Lightning
Lightning Zap Arrows Fireball Poison Electro Dragon
Lightning Zap Arrows Fireball Tornado Poison Electro Dragon
Lightning Fireball Poison
Lightning Arrows Fireball Tornado Poison
Tornado Lightning
Lightning Zap Arrows Fireball Poison Electro Dragon
Zap Arrows Tornado Freeze Poison Fireball Electro Dragon
Arrows Fireball Poison Zap Tornado Electro Dragon Lightning
Fireball Lightning Zap Arrows Tornado Poison Electro Dragon
Fireball Poison Lightning Zap Arrows Tornado
Poison Lightning Zap Arrows Fireball Tornado Electro Dragon
Zap Electro Dragon Lightning Fireball Freeze Poison
Lightning Fireball
Poison Lightning Zap Arrows Fireball Electro Dragon
Zap Lightning Arrows Fireball Freeze Poison Electro Dragon
Arrows Fireball Poison Lightning
Zap Lightning Fireball Freeze Electro Dragon
Fireball Poison Lightning Zap Arrows Tornado Electro Dragon
Freeze
Arrows Fireball
Fireball Poison Lightning Electro Dragon
Arrows Zap Fireball Poison Electro Dragon Lightning
Lightning Zap Arrows Fireball Tornado Poison
Electro Dragon
Zap Electro Dragon Fireball Tornado Freeze Poison Lightning
Zap Fireball Tornado Poison Electro Dragon Lightning
Poison Electro Dragon Lightning Zap Fireball Tornado Freeze
Fireball Lightning Electro Dragon

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