My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Ice Golem

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 Bats Ice Golem

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

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 Goblins Heal Spirit Ice Golem

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
Bats
Giant Snowball
Fire Spirit Goblins Bats
Zap
Fire Spirit Goblins Bats
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Goblins Heal Spirit
The Log
Electro Spirit Fire Spirit Ice Spirit Goblins Heal Spirit
Earthquake
Arrows
Electro Spirit Fire Spirit Ice Spirit Goblins Bats Heal Spirit
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Goblins Bats Heal Spirit
Fireball
Poison
Bats
Lightning
Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Zap Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Zap Ice Golem

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 Bats Heal Spirit Ice Golem

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 Goblins Heal Spirit Ice Golem

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.

Electro Spirit Fire Spirit Ice Spirit Heal Spirit Goblins Bats Zap Ice Golem

Shortest cycle

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

4 Electro Spirit Fire Spirit Ice Spirit Heal Spirit

Attack Synergies 2 10

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
Zap
Fire Spirit
Zap Ice Golem
Ice Spirit
Zap Goblins Bats
Goblins
Ice Spirit Zap Ice Golem
Bats
Ice Golem Ice Spirit Zap
Zap
Ice Spirit Electro Spirit Fire Spirit Goblins Bats Heal Spirit Ice Golem
Heal Spirit
Zap
Ice Golem
Bats Fire Spirit Goblins Zap

Defense Synergies 1 12

Electro Spirit
Zap
Fire Spirit
Ice Spirit Zap Ice Golem
Ice Spirit
Zap Fire Spirit Goblins Bats Ice Golem
Goblins
Ice Spirit Zap Ice Golem
Bats
Ice Spirit Zap Ice Golem
Zap
Ice Spirit Electro Spirit Fire Spirit Goblins Bats Ice Golem
Heal Spirit
Ice Golem
Fire Spirit Ice Spirit Goblins Bats Zap

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.

Zap Ice Golem
Ice Spirit Goblins Bats Zap
Fire Spirit Goblins Bats
Goblins Bats
Electro Spirit Fire Spirit Goblins Bats Zap
Bats Electro Spirit Fire Spirit Ice Spirit Zap
Electro Spirit Zap Ice Golem
Goblins
Fire Spirit Ice Spirit Goblins Ice Golem
Goblins Bats Electro Spirit Zap Ice Golem
Bats Zap
Fire Spirit Ice Spirit Bats Zap
Fire Spirit Electro Spirit Ice Spirit Goblins Bats Zap
Ice Spirit Zap
Goblins Bats
Fire Spirit Ice Spirit Electro Spirit Goblins Bats Zap
Zap Electro Spirit Fire Spirit Ice Spirit Bats Ice Golem
Electro Spirit Fire Spirit Goblins Bats

Counters to secondary win conditions

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

Goblins Zap Ice Golem
Zap Ice Golem
Ice Spirit Goblins Bats Zap Ice Golem
Bats Zap Ice Golem
Fire Spirit Electro Spirit Ice Spirit Bats Zap Ice Golem
Goblins Bats Ice Golem
Zap Electro Spirit Ice Spirit Goblins Bats Ice Golem
Bats
Zap
Ice Golem
Electro Spirit Ice Spirit Goblins Bats Zap Ice Golem
Bats Electro Spirit Zap Ice Golem
Electro Spirit Zap

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.)

Ice Golem
Zap
Ice Golem
Fire Spirit Zap
Electro Spirit Fire Spirit Ice Spirit Bats Zap Ice Golem
Fire Spirit
Fire Spirit Ice Spirit Zap Ice Golem
Zap
Fire Spirit Goblins Bats
Zap
Fire Spirit Zap
Fire Spirit Ice Golem
Zap Ice Golem
Zap
Bats
Fire Spirit Zap
Fire Spirit Zap
Zap
Zap Ice Golem Electro Spirit Fire Spirit Ice Spirit
Zap
Zap
Zap
Fire Spirit Bats Zap Ice Golem
Zap Electro Spirit Ice Spirit Bats
Zap
Zap Electro Spirit Ice Spirit
Zap Electro Spirit Fire Spirit Ice Spirit Bats
Fire Spirit Zap
Zap Ice Golem
Zap
Zap Electro Spirit Ice Spirit Bats
Bats Zap
Zap

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