My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
RIP
Versatility
Mediocre
F2P score
Bad

3 problems 2 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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit

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.

Ice Spirit Giant Skeleton Lumberjack

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.

Rage Freeze

Punishments

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

Lumberjack

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 Ice Spirit Giant Skeleton Lumberjack

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 Giant Skeleton Lumberjack

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
Clone Giant Skeleton
Giant Snowball
Fire Spirit Clone Lumberjack
Zap
Fire Spirit Clone
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Clone Giant Skeleton Lumberjack
The Log
Electro Spirit Fire Spirit Ice Spirit Clone Giant Skeleton Lumberjack
Earthquake
Clone
Arrows
Electro Spirit Fire Spirit Ice Spirit Clone
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Clone Giant Skeleton Lumberjack
Fireball
Clone Lumberjack
Poison
Clone
Lightning
Lumberjack
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit 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.

Electro Spirit Fire Spirit Ice Spirit Rage Clone Freeze Giant Skeleton

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 Ice 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Ice Spirit Rage Clone Freeze Lumberjack Giant Skeleton

Shortest cycle

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

5 Electro Spirit Fire Spirit Ice Spirit Rage

Attack Synergies 1 9

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.

Electro Spirit
Giant Skeleton Lumberjack
Fire Spirit
Giant Skeleton Lumberjack
Ice Spirit
Giant Skeleton Lumberjack
Rage
Giant Skeleton
Clone
Giant Skeleton Lumberjack
Freeze
Giant Skeleton
Clone Electro Spirit Fire Spirit Ice Spirit Rage Lumberjack
Lumberjack
Electro Spirit Fire Spirit Ice Spirit Clone Giant Skeleton

Defense Synergies 0 7

Electro Spirit
Lumberjack
Fire Spirit
Ice Spirit Giant Skeleton
Ice Spirit
Fire Spirit Giant Skeleton Lumberjack
Rage
Clone
Freeze
Lumberjack
Giant Skeleton
Fire Spirit Ice Spirit Lumberjack
Lumberjack
Electro Spirit Ice Spirit Freeze Giant Skeleton

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.

Lumberjack Ice Spirit
Lumberjack Fire Spirit Freeze Giant Skeleton
Lumberjack
Giant Skeleton Lumberjack
Freeze Electro Spirit Fire Spirit Lumberjack
Electro Spirit Fire Spirit Ice Spirit Freeze
Electro Spirit Giant Skeleton
Lumberjack
Fire Spirit Ice Spirit Giant Skeleton Lumberjack
Electro Spirit Freeze Giant Skeleton Lumberjack
Lumberjack Fire Spirit Ice Spirit Freeze Giant Skeleton
Fire Spirit Electro Spirit Ice Spirit Freeze Lumberjack
Lumberjack
Ice Spirit Freeze Lumberjack
Lumberjack
Fire Spirit Ice Spirit Electro Spirit Lumberjack
Freeze Electro Spirit Fire Spirit Ice Spirit Giant Skeleton Lumberjack
Lumberjack
Electro Spirit Fire Spirit Giant Skeleton Lumberjack

Counters to secondary win conditions

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

Lumberjack Giant Skeleton
Lumberjack
Giant Skeleton Lumberjack Ice Spirit
Giant Skeleton Lumberjack
Giant Skeleton Lumberjack
Fire Spirit Electro Spirit Ice Spirit Freeze
Giant Skeleton Lumberjack
Giant Skeleton Lumberjack
Freeze Giant Skeleton Electro Spirit Ice Spirit
Giant Skeleton Lumberjack
Giant Skeleton
Giant Skeleton Lumberjack
Electro Spirit Ice Spirit Freeze Giant Skeleton Lumberjack
Electro Spirit Freeze Giant Skeleton
Electro Spirit

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.)

Freeze Giant Skeleton
Giant Skeleton
Freeze Giant Skeleton
Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Freeze
Fire Spirit
Fire Spirit Ice Spirit Freeze
Fire Spirit Lumberjack
Fire Spirit
Fire Spirit
Freeze
Freeze
Fire Spirit
Fire Spirit
Giant Skeleton
Freeze Electro Spirit Fire Spirit Ice Spirit
Fire Spirit
Electro Spirit Ice Spirit Freeze
Electro Spirit Ice Spirit Freeze
Giant Skeleton
Electro Spirit Fire Spirit Ice Spirit Freeze
Fire Spirit
Freeze
Lumberjack
Giant Skeleton
Electro Spirit Ice Spirit Freeze Giant Skeleton
Freeze Giant Skeleton

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