My Best Clash Royale Deck

Deck Check Rating

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

1 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 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.

Bats

Defensive buildings

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

Cannon Barbarian Hut

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 Golem Barbarian Hut

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Tornado The Log

Punishments

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

Elixir Golem

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Tornado 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 Elixir Golem Tornado

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Ice Spirit Bats The Log Cannon Elixir Golem Tornado Barbarian Hut

Shortest cycle

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

6 Electro Spirit Ice Spirit Bats The Log

Attack Synergies 1 8

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
Ice Spirit
Bats Elixir Golem Barbarian Hut
Bats
Barbarian Hut Ice Spirit Elixir Golem
Cannon
Elixir Golem
Ice Spirit Bats Barbarian Hut Tornado The Log
Barbarian Hut
Bats Ice Spirit Elixir Golem
Tornado
Elixir Golem The Log
The Log
Elixir Golem Tornado

Defense Synergies 2 9

Electro Spirit
The Log
Ice Spirit
Bats Cannon Tornado The Log
Bats
Barbarian Hut Ice Spirit Cannon The Log
Cannon
The Log Ice Spirit Bats
Elixir Golem
Barbarian Hut
Bats The Log
Tornado
Ice Spirit The Log
The Log
Cannon Electro Spirit Ice Spirit Bats Barbarian Hut Tornado

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.

Barbarian Hut Cannon The Log
Barbarian Hut Ice Spirit Bats Cannon The Log
Cannon Barbarian Hut Tornado Bats
Cannon Barbarian Hut Bats
Tornado The Log
Tornado The Log Electro Spirit Bats Cannon
Bats Tornado Electro Spirit Ice Spirit Cannon Barbarian Hut
Barbarian Hut Electro Spirit Cannon The Log
Cannon Barbarian Hut Tornado
Tornado Ice Spirit Cannon
Bats Electro Spirit Cannon Tornado The Log
Bats Barbarian Hut Tornado
Cannon Barbarian Hut Ice Spirit Bats The Log
Barbarian Hut Electro Spirit Ice Spirit Bats Cannon Tornado The Log
Barbarian Hut Cannon
Barbarian Hut Tornado Ice Spirit Cannon The Log
Barbarian Hut Bats Cannon Tornado
Ice Spirit Cannon Electro Spirit Bats Barbarian Hut Tornado The Log
Tornado The Log Electro Spirit Ice Spirit Bats Cannon Barbarian Hut
Barbarian Hut Cannon Tornado
Electro Spirit Bats Cannon The Log
Cannon

Counters to secondary win conditions

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

Barbarian Hut
The Log
Ice Spirit Bats Barbarian Hut The Log
Bats Barbarian Hut Tornado The Log
Barbarian Hut Cannon
Electro Spirit Ice Spirit Bats Tornado
Bats Barbarian Hut
Barbarian Hut
Electro Spirit Ice Spirit Bats Barbarian Hut Tornado The Log
Cannon Barbarian Hut
Bats
Tornado The Log
Cannon Barbarian Hut
Cannon Barbarian Hut
Electro Spirit Ice Spirit Bats Barbarian Hut Tornado The Log
Bats Electro Spirit Cannon Barbarian Hut The Log
Electro Spirit Cannon Barbarian 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.)

Barbarian Hut The Log
Tornado The Log
Barbarian Hut The Log
Barbarian Hut The Log
The Log
Electro Spirit Ice Spirit Bats Tornado
Tornado The Log
The Log Ice Spirit Barbarian Hut Tornado
The Log Tornado
Bats Tornado
Tornado The Log
Tornado
Barbarian Hut The Log
Barbarian Hut The Log
Barbarian Hut The Log
Barbarian Hut The Log
Tornado
Bats
The Log
Tornado The Log
The Log
Tornado
Tornado The Log
Barbarian Hut The Log
Tornado The Log Electro Spirit Ice Spirit
The Log Tornado
Tornado The Log
Tornado The Log
Bats Tornado
Electro Spirit Ice Spirit Bats
The Log
Electro Spirit Ice Spirit
The Log
Electro Spirit Ice Spirit Bats Barbarian Hut
Tornado
The Log
The Log
Tornado
Electro Spirit Ice Spirit Bats Tornado The Log
Bats Tornado
Tornado The Log

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