My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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.

Goblin Barrel Graveyard

Damage spells

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

Zap Earthquake Fireball Rocket Poison

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Barrel Graveyard

Pump responses

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

Earthquake Fireball Rocket Goblin Barrel Poison Graveyard

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.

Goblin Barrel Graveyard

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 Barrel Graveyard
Giant Snowball
Goblin Barrel Graveyard
Zap
Goblin Barrel Graveyard
Barbarian Barrel
Goblin Barrel Graveyard
The Log
Goblin Barrel Graveyard
Earthquake
Goblin Barrel Graveyard
Arrows
Goblin Barrel Graveyard
Royal Delivery
Goblin Barrel Graveyard
Fireball
Goblin Barrel
Poison
Graveyard
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake Fireball Rocket Poison

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.

Rocket 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 Goblin Barrel Graveyard

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 Goblin Barrel

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.

Mirror Zap Earthquake Goblin Barrel Fireball Poison Graveyard Rocket

Shortest cycle

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

8 Mirror Zap Earthquake Goblin Barrel

Attack Synergies 8 7

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
Earthquake Fireball Mirror Graveyard Poison
Earthquake
Zap Fireball Mirror Graveyard
Fireball
Zap Mirror Graveyard Earthquake
Rocket
Mirror
Mirror
Zap Fireball Goblin Barrel Earthquake Rocket Poison Graveyard
Goblin Barrel
Mirror
Poison
Graveyard Zap Mirror
Graveyard
Zap Fireball Poison Earthquake Mirror

Defense Synergies 3 4

Zap
Fireball Mirror Earthquake Poison
Earthquake
Zap Fireball
Fireball
Zap Mirror Earthquake
Rocket
Mirror
Zap Fireball Poison
Goblin Barrel
Poison
Zap Mirror
Graveyard

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 Rocket Zap Fireball
Zap
Rocket
Earthquake Fireball Rocket Poison
Fireball Zap Earthquake
Rocket Zap Fireball Poison
Earthquake Rocket Zap Fireball Poison
Poison Zap Earthquake Fireball
Zap Fireball Poison
Zap Earthquake Fireball Rocket
Fireball Rocket Zap Earthquake Poison
Rocket Zap Fireball
Fireball Poison
Fireball Zap
Zap Earthquake Poison Fireball
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 Rocket
Zap Rocket
Rocket Zap Fireball
Fireball Rocket Poison Zap
Rocket Fireball
Zap Rocket Fireball Poison
Rocket Zap Fireball Poison
Rocket Fireball
Fireball
Zap Fireball Rocket Poison
Poison Zap Earthquake Fireball
Zap 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 Rocket
Fireball Poison Zap
Earthquake Rocket Fireball Poison
Earthquake Fireball Rocket Poison
Fireball Rocket Poison Zap Earthquake
Fireball Poison Zap Rocket
Earthquake Poison
Earthquake Fireball Poison Zap
Fireball Poison Zap
Rocket Fireball Poison
Rocket Poison Zap Earthquake Fireball
Fireball Poison Zap Rocket
Earthquake Rocket Poison Fireball
Earthquake Fireball Rocket Poison
Earthquake Zap Fireball Poison
Earthquake Rocket Zap Fireball Poison
Earthquake Fireball Rocket Poison
Earthquake Fireball Rocket Poison
Rocket
Rocket Zap Earthquake Fireball Poison
Rocket Zap Earthquake Fireball Poison
Rocket Earthquake Fireball Poison
Rocket Fireball Poison
Rocket
Earthquake Rocket Zap Fireball Poison
Zap Earthquake Poison Fireball
Fireball Poison Zap Earthquake
Fireball Zap Poison
Fireball Rocket Poison Zap
Poison Zap Fireball
Zap Rocket Fireball Poison
Fireball
Poison Zap Earthquake Fireball Rocket
Zap Rocket Fireball Poison
Rocket Earthquake Fireball Poison
Zap Earthquake Fireball Rocket
Fireball Rocket Poison Zap
Fireball
Fireball Poison Rocket
Zap Earthquake Fireball Poison
Rocket Zap Fireball Poison
Zap Fireball Rocket Poison
Zap Fireball Rocket Poison
Poison Zap Fireball Rocket
Fireball Rocket

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