My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
Bad
Versatility
Mediocre
F2P score
Mediocre

2 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 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!
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!
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 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.

Flying Machine Ice Wizard

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.

Flying Machine Ice Wizard Lava Hound

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Lava Hound

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 Barbarians Heal Spirit Flying Machine Lava Hound

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
Guards Clone Lava Hound
Giant Snowball
Barbarians Flying Machine Guards Clone Lava Hound
Zap
Flying Machine Guards Clone Lava Hound
Barbarian Barrel
Electro Spirit Barbarians Heal Spirit Guards Clone Ice Wizard
The Log
Electro Spirit Barbarians Heal Spirit Guards Clone
Earthquake
Barbarians Guards Clone
Arrows
Electro Spirit Heal Spirit Flying Machine Guards Clone Lava Hound
Royal Delivery
Electro Spirit Barbarians Heal Spirit Flying Machine Guards Clone Ice Wizard Lava Hound
Fireball
Barbarians Flying Machine Clone Ice Wizard Lava Hound
Poison
Barbarians Flying Machine Guards Clone Ice Wizard Lava Hound
Lightning
Ice Wizard
Rocket
Barbarians

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice 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 Heal Spirit Guards Clone Ice Wizard

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.

Barbarians Heal Spirit Ice Wizard Lava Hound

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Heal Spirit Guards Clone Ice Wizard Flying Machine Barbarians Lava Hound

Shortest cycle

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

8 Electro Spirit Heal Spirit Guards Clone

Attack Synergies 2 5

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
Barbarians
Heal Spirit
Heal Spirit
Barbarians Guards
Flying Machine
Lava Hound Clone
Guards
Heal Spirit Clone Lava Hound
Clone
Lava Hound Flying Machine Guards
Ice Wizard
Lava Hound
Flying Machine Clone Guards

Defense Synergies 0 3

Electro Spirit
Barbarians
Heal Spirit
Flying Machine
Guards Ice Wizard
Guards
Flying Machine Ice Wizard
Clone
Ice Wizard
Flying Machine Guards
Lava Hound

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.

Flying Machine
Barbarians Flying Machine Ice Wizard
Barbarians Ice Wizard
Barbarians Guards Ice Wizard
Barbarians
Electro Spirit Flying Machine Guards Ice Wizard
Electro Spirit Flying Machine Ice Wizard
Electro Spirit Barbarians Flying Machine
Barbarians Ice Wizard
Guards Barbarians Ice Wizard
Barbarians Guards Ice Wizard Electro Spirit Flying Machine
Flying Machine Ice Wizard
Barbarians Flying Machine Guards Ice Wizard
Electro Spirit Barbarians Guards
Barbarians
Barbarians
Barbarians
Electro Spirit Barbarians Flying Machine Guards Ice Wizard
Electro Spirit Barbarians Flying Machine Guards Ice Wizard
Barbarians
Electro Spirit Barbarians Flying Machine Guards

Counters to secondary win conditions

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

Barbarians Guards
Flying Machine
Barbarians Guards
Guards Barbarians
Barbarians Guards
Electro Spirit Flying Machine Ice Wizard
Guards Barbarians Flying Machine Ice Wizard
Barbarians
Electro Spirit Barbarians Flying Machine
Barbarians Guards
Barbarians Flying Machine Guards
Barbarians Guards
Barbarians Guards
Barbarians Flying Machine
Barbarians Guards Electro Spirit Flying Machine
Electro Spirit Barbarians Flying Machine Ice Wizard

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.)

Flying Machine Guards
Flying Machine Ice Wizard
Flying Machine
Barbarians Flying Machine Guards
Electro Spirit Flying Machine Ice Wizard
Flying Machine
Flying Machine Ice Wizard
Flying Machine
Guards
Flying Machine
Flying Machine
Flying Machine
Flying Machine
Flying Machine
Flying Machine
Flying Machine
Flying Machine
Flying Machine
Barbarians Flying Machine
Electro Spirit Ice Wizard
Flying Machine Ice Wizard
Flying Machine
Flying Machine Ice Wizard
Electro Spirit Flying Machine Guards
Electro Spirit
Electro Spirit Barbarians Flying Machine Guards
Flying Machine Ice Wizard
Flying Machine
Flying Machine
Flying Machine
Electro Spirit Flying Machine Guards
Flying Machine
Flying Machine

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