My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. 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 Archers Skeleton Dragons Goblin Hut Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Hut

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 Archers Skeleton Dragons Goblin Hut Wizard

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.

Missing

Pump responses

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

Missing

Dropped at the bridge

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

Electro Spirit Fire Spirit

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 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 Archers
Giant Snowball
Skeletons Fire Spirit Bomber Archers Skeleton Dragons Goblin Hut
Zap
Skeletons Fire Spirit Bomber Archers Goblin Hut
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Bomber Archers Goblin Hut Wizard
The Log
Skeletons Electro Spirit Fire Spirit Bomber Archers Goblin Hut
Earthquake
Skeletons Bomber Archers Goblin Hut
Arrows
Skeletons Electro Spirit Fire Spirit Bomber Archers Skeleton Dragons Goblin Hut
Royal Delivery
Skeletons Electro Spirit Fire Spirit Bomber Archers Skeleton Dragons Goblin Hut Wizard
Fireball
Bomber Archers Skeleton Dragons Goblin Hut Wizard
Poison
Bomber Archers Skeleton Dragons Goblin Hut Wizard
Lightning
Skeleton Dragons Goblin Hut Wizard
Rocket
Goblin Hut Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Skeleton Dragons Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Bomber Skeleton Dragons Wizard

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.

Electro Spirit Fire Spirit

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 Wizard

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Fire Spirit Bomber Archers Skeleton Dragons Goblin Hut Wizard

Shortest cycle

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

5 Skeletons Electro Spirit Fire Spirit Bomber

Attack Synergies 0 2

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
Electro Spirit
Fire Spirit
Bomber
Archers
Goblin Hut
Skeleton Dragons
Goblin Hut
Goblin Hut
Archers Skeleton Dragons
Wizard

Defense Synergies 0 11

Skeletons
Electro Spirit Fire Spirit Bomber Archers Skeleton Dragons Goblin Hut Wizard
Electro Spirit
Skeletons
Fire Spirit
Skeletons
Bomber
Skeletons
Archers
Skeletons Skeleton Dragons Goblin Hut
Skeleton Dragons
Skeletons Archers Goblin Hut
Goblin Hut
Skeletons Archers Skeleton Dragons Wizard
Wizard
Skeletons Goblin Hut

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.

Bomber Skeleton Dragons Goblin Hut Wizard
Skeletons Skeleton Dragons Goblin Hut
Goblin Hut Skeletons Fire Spirit Bomber Archers Skeleton Dragons
Goblin Hut Skeletons Skeleton Dragons
Bomber
Skeletons Electro Spirit Fire Spirit Bomber Archers Skeleton Dragons
Skeleton Dragons Electro Spirit Fire Spirit Archers Goblin Hut Wizard
Electro Spirit Skeleton Dragons
Skeletons Goblin Hut
Skeletons Fire Spirit Bomber Archers
Archers Skeleton Dragons Skeletons Electro Spirit Bomber Goblin Hut Wizard
Skeleton Dragons Archers Goblin Hut Wizard
Goblin Hut Skeletons Fire Spirit Bomber Skeleton Dragons Wizard
Fire Spirit Bomber Wizard Electro Spirit Skeleton Dragons Goblin Hut
Goblin Hut
Goblin Hut
Wizard Skeletons Bomber Skeleton Dragons Goblin Hut
Fire Spirit Electro Spirit Bomber Archers Skeleton Dragons Goblin Hut Wizard
Wizard Electro Spirit Fire Spirit Bomber Archers Skeleton Dragons Goblin Hut
Goblin Hut
Bomber Skeleton Dragons Wizard Electro Spirit Fire Spirit Archers

Counters to secondary win conditions

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

Skeletons Archers Goblin Hut
Bomber Archers Skeleton Dragons Wizard
Skeletons Goblin Hut
Skeletons Goblin Hut
Fire Spirit Skeleton Dragons Wizard Skeletons Electro Spirit Archers Goblin Hut
Skeletons Archers Goblin Hut
Skeletons Electro Spirit Skeleton Dragons Goblin Hut
Skeletons Skeleton Dragons Goblin Hut
Goblin Hut
Skeletons Wizard
Wizard Bomber Archers Skeleton Dragons
Goblin Hut Skeletons Electro Spirit Bomber Archers Skeleton Dragons
Electro Spirit Bomber Archers Skeleton Dragons Goblin Hut Wizard
Electro Spirit Bomber Goblin Hut

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.)

Skeleton Dragons
Skeleton Dragons
Skeleton Dragons Goblin Hut
Skeleton Dragons
Bomber Wizard Fire Spirit Skeleton Dragons
Skeleton Dragons Wizard Electro Spirit Fire Spirit
Fire Spirit Bomber Archers Skeleton Dragons Wizard
Fire Spirit Skeleton Dragons Wizard
Skeleton Dragons Wizard
Fire Spirit
Skeleton Dragons Wizard
Fire Spirit Archers Skeleton Dragons Wizard
Fire Spirit Skeleton Dragons Goblin Hut
Skeleton Dragons
Skeleton Dragons Goblin Hut
Bomber Skeleton Dragons Goblin Hut Wizard
Skeleton Dragons Goblin Hut Wizard
Bomber Skeleton Dragons
Fire Spirit Bomber Archers Skeleton Dragons Wizard
Fire Spirit Bomber Skeleton Dragons Wizard
Skeleton Dragons
Skeleton Dragons Wizard
Skeleton Dragons
Electro Spirit Fire Spirit Bomber Skeleton Dragons Wizard
Skeleton Dragons Wizard
Skeleton Dragons Wizard
Skeleton Dragons
Fire Spirit Archers Skeleton Dragons Wizard
Electro Spirit Skeleton Dragons Goblin Hut Wizard
Bomber Skeleton Dragons Wizard
Electro Spirit Skeleton Dragons
Wizard
Electro Spirit Fire Spirit Archers Goblin Hut
Fire Spirit Archers Skeleton Dragons Wizard
Skeleton Dragons Wizard
Bomber Skeleton Dragons Wizard
Skeleton Dragons
Electro Spirit Skeleton Dragons
Skeleton Dragons
Skeleton Dragons Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: