My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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 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.

Bats

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 Elixir Collector Giant Skeleton

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.

Rocket The Log

Pump responses

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

Rocket Elixir Collector

Dropped at the bridge

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

Electro Spirit Ice Spirit Giant Skeleton

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

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 Skeleton
Giant Snowball
Bats
Zap
Bats
Barbarian Barrel
Electro Spirit Ice Spirit Giant Skeleton
The Log
Electro Spirit Ice Spirit Giant Skeleton
Earthquake
Elixir Collector
Arrows
Electro Spirit Ice Spirit Bats
Royal Delivery
Electro Spirit Ice Spirit Bats Giant Skeleton
Fireball
Elixir Collector
Poison
Bats Elixir Collector
Lightning
Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Rocket The Log

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 Ice Spirit Bats Rocket Elixir Collector 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.

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Electro Spirit Ice Spirit Bats The Log Rocket Elixir Collector Giant Skeleton

Shortest cycle

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

4 Mirror Electro Spirit Ice Spirit Bats

Attack Synergies 2 6

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
Ice Spirit
Bats Giant Skeleton
Bats
Giant Skeleton Ice Spirit
Rocket
Mirror
Elixir Collector
Mirror
The Log Rocket Giant Skeleton
Giant Skeleton
Bats Electro Spirit Ice Spirit Mirror The Log
The Log
Mirror Giant Skeleton

Defense Synergies 0 10

Electro Spirit
The Log
Ice Spirit
Bats Rocket Giant Skeleton The Log
Bats
Ice Spirit Giant Skeleton The Log
Rocket
Ice Spirit The Log
Elixir Collector
Mirror
The Log
Giant Skeleton
Ice Spirit Bats The Log
The Log
Electro Spirit Ice Spirit Bats Rocket Mirror 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.

Rocket The Log
Ice Spirit Bats The Log
Rocket Bats Giant Skeleton
Bats
Rocket Giant Skeleton The Log
The Log Electro Spirit Bats
Bats Rocket Electro Spirit Ice Spirit
Rocket Electro Spirit Giant Skeleton The Log
Ice Spirit Giant Skeleton
Bats Electro Spirit Giant Skeleton The Log
Bats
Ice Spirit Bats Rocket Giant Skeleton The Log
Rocket Electro Spirit Ice Spirit Bats The Log
Rocket Ice Spirit The Log
Bats
Ice Spirit Electro Spirit Bats The Log
The Log Electro Spirit Ice Spirit Bats Giant Skeleton
Electro Spirit Bats Giant Skeleton The Log

Counters to secondary win conditions

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

Giant Skeleton
Rocket The Log
Giant Skeleton Ice Spirit Bats Rocket The Log
Rocket Giant Skeleton Bats The Log
Giant Skeleton
Rocket Electro Spirit Ice Spirit Bats
Rocket Bats Giant Skeleton
Giant Skeleton
Rocket Giant Skeleton Electro Spirit Ice Spirit Bats The Log
Bats Giant Skeleton
Rocket Giant Skeleton The Log
Rocket Giant Skeleton
Electro Spirit Ice Spirit Bats Rocket Giant Skeleton The Log
Bats Electro Spirit Giant Skeleton The Log
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.)

Rocket Giant Skeleton The Log
The Log
Rocket Giant Skeleton The Log
Rocket Giant Skeleton The Log
Rocket The Log
Electro Spirit Ice Spirit Bats Rocket
The Log
The Log Ice Spirit
The Log
Rocket Bats
Rocket The Log
Rocket
Rocket The Log
Rocket
The Log
Rocket The Log
Rocket The Log
Rocket
Bats Rocket
Rocket The Log
Rocket The Log
Rocket Giant Skeleton The Log
Rocket
Rocket The Log
Rocket The Log
The Log Electro Spirit Ice Spirit
The Log
The Log
Rocket The Log
Bats
Rocket Electro Spirit Ice Spirit Bats
Rocket The Log
Rocket Electro Spirit Ice Spirit
Giant Skeleton
Rocket The Log
Electro Spirit Ice Spirit Bats Rocket
Rocket
The Log
Rocket
The Log
Rocket Giant Skeleton
Electro Spirit Ice Spirit Bats Rocket Giant Skeleton The Log
Bats Rocket
Rocket Giant Skeleton The Log
Rocket

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