My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
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 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.

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.

Miner

Damage spells

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

Zap Earthquake Fireball Rocket Freeze Poison

Punishments

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

Miner

Pump responses

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

Earthquake Fireball Rocket Poison Miner

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.

Miner

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

Against air swarms

Spells and units that can counter air swarms.

Zap Fireball Rocket Freeze Poison

Against ground swarms

Spells and units that can counter ground swarms.

Zap Earthquake Fireball Rocket Freeze 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 Freeze Poison Miner

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.

Mirror Zap Earthquake Miner Fireball Freeze Poison Rocket

Shortest cycle

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

8 Mirror Zap Earthquake Miner

Attack Synergies 7 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
Earthquake Fireball Mirror Miner Freeze Poison
Earthquake
Zap Fireball Mirror
Fireball
Zap Mirror Earthquake Freeze Miner
Rocket
Mirror Miner
Mirror
Zap Fireball Miner Earthquake Rocket Freeze Poison
Freeze
Zap Fireball Mirror Poison
Poison
Miner Zap Mirror Freeze
Miner
Zap Mirror Poison Fireball Rocket

Defense Synergies 3 7

Zap
Fireball Mirror Earthquake Poison Miner
Earthquake
Zap Fireball
Fireball
Zap Mirror Earthquake Freeze Miner
Rocket
Mirror
Zap Fireball Poison
Freeze
Fireball
Poison
Zap Mirror
Miner
Zap Fireball

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 Freeze
Earthquake Fireball Rocket Poison
Fireball Freeze Zap Earthquake
Rocket Zap Fireball Freeze Poison
Earthquake Rocket Zap Fireball Poison
Miner
Poison Zap Earthquake Fireball Freeze
Zap Fireball Poison
Zap Earthquake Fireball Rocket Freeze
Fireball Rocket Zap Earthquake Freeze Poison
Rocket Zap Fireball Freeze
Fireball Poison
Fireball Zap
Zap Earthquake Freeze 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 Miner
Zap Rocket
Rocket Zap Fireball
Fireball Rocket Poison Zap Freeze
Rocket Fireball
Zap Rocket Freeze Fireball Poison
Rocket Zap Fireball Poison
Rocket Fireball
Fireball
Zap Fireball Rocket Freeze Poison
Poison Zap Earthquake Fireball Freeze
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 Freeze
Fireball Poison Zap Miner
Earthquake Rocket Fireball Poison Miner
Earthquake Fireball Rocket Freeze Poison
Fireball Rocket Poison Zap Earthquake
Fireball Poison Zap Rocket Freeze
Earthquake Poison
Earthquake Fireball Poison Zap Freeze
Fireball Poison Miner Zap
Rocket Fireball Poison
Rocket Poison Miner Zap Earthquake Fireball
Fireball Poison Zap Rocket
Earthquake Rocket Poison Fireball Miner
Earthquake Fireball Rocket Freeze Poison
Earthquake Zap Fireball Poison
Earthquake Rocket Zap Fireball Poison
Earthquake Fireball Rocket Poison
Earthquake Fireball Rocket Freeze Poison
Rocket
Rocket Zap Earthquake Fireball Poison
Rocket Zap Earthquake Fireball Poison Miner
Rocket Earthquake Fireball Poison
Rocket Fireball Poison
Rocket
Earthquake Rocket Zap Fireball Poison
Zap Earthquake Freeze Poison Fireball
Fireball Poison Miner Zap Earthquake
Fireball Zap Poison Miner
Fireball Rocket Poison Miner Zap
Poison Zap Fireball
Zap Rocket Fireball Freeze Poison
Fireball
Poison Zap Earthquake Fireball Rocket Miner
Zap Rocket Fireball Freeze Poison
Rocket Earthquake Fireball Poison
Zap Earthquake Fireball Rocket Freeze
Fireball Rocket Poison Zap
Freeze
Fireball
Fireball Poison Miner Rocket
Zap Earthquake Fireball Poison
Rocket Zap Fireball Poison
Zap Fireball Rocket Freeze Poison
Zap Fireball Rocket Poison
Poison Zap Fireball Rocket Freeze Miner
Fireball Rocket

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