My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Ice Golem Inferno Dragon

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.

Skeletons Ice Spirit Ice Golem Electro Giant Inferno Dragon

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

The Log

Punishments

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

Electro Giant

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 Heal Spirit Ice Golem Electro Giant

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
Skeletons Inferno Dragon
Giant Snowball
Skeletons Inferno Dragon
Zap
Skeletons Inferno Dragon
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Heal Spirit
The Log
Skeletons Electro Spirit Ice Spirit Heal Spirit
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Ice Spirit Heal Spirit
Royal Delivery
Skeletons Electro Spirit Ice Spirit Heal Spirit Inferno Dragon
Fireball
Inferno Dragon
Poison
Lightning
Ice Golem Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Ice Golem Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Ice Golem Electro Giant 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 Heal Spirit Ice Golem Electro Giant Inferno Dragon

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Ice Spirit Heal Spirit Ice Golem The Log Inferno Dragon Electro Giant

Shortest cycle

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

4 Skeletons Electro Spirit Ice Spirit Heal Spirit

Attack Synergies 0 4

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.

Skeletons
Electro Spirit
Electro Giant
Ice Spirit
Inferno Dragon
Heal Spirit
Inferno Dragon
Ice Golem
Electro Giant
Electro Spirit Inferno Dragon
The Log
Inferno Dragon
Ice Spirit Heal Spirit Electro Giant

Defense Synergies 0 13

Skeletons
Electro Spirit Ice Spirit Ice Golem The Log Inferno Dragon
Electro Spirit
Skeletons The Log
Ice Spirit
Skeletons Ice Golem The Log Inferno Dragon
Heal Spirit
Ice Golem
Skeletons Ice Spirit The Log Inferno Dragon
Electro Giant
Inferno Dragon
The Log
Skeletons Electro Spirit Ice Spirit Ice Golem Inferno Dragon
Inferno Dragon
Skeletons Ice Spirit Ice Golem Electro Giant The Log

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.

Ice Golem The Log
Inferno Dragon Skeletons Ice Spirit The Log
Skeletons Inferno Dragon
Inferno Dragon Skeletons
The Log
The Log Skeletons Electro Spirit
Inferno Dragon Electro Spirit Ice Spirit
Electro Spirit Ice Golem Electro Giant The Log
Inferno Dragon Skeletons
Skeletons Ice Spirit Ice Golem
Skeletons Electro Spirit Ice Golem Electro Giant The Log
Inferno Dragon
Skeletons Ice Spirit The Log
Electro Spirit Ice Spirit The Log
Inferno Dragon
Ice Spirit Electro Giant The Log Inferno Dragon
Skeletons
Ice Spirit Electro Spirit The Log
The Log Electro Spirit Ice Spirit Ice Golem Inferno Dragon
Inferno Dragon
Electro Spirit Electro Giant The Log

Counters to secondary win conditions

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

Skeletons Ice Golem Electro Giant
Ice Golem The Log Inferno Dragon
Skeletons Ice Spirit Ice Golem The Log
Ice Golem The Log
Skeletons Inferno Dragon
Electro Giant Skeletons Electro Spirit Ice Spirit Ice Golem
Skeletons Ice Golem
Inferno Dragon
Skeletons Electro Spirit Ice Spirit Ice Golem The Log Inferno Dragon
Skeletons Inferno Dragon
Inferno Dragon
Electro Giant The Log
Skeletons Ice Golem
Electro Giant
Electro Giant Skeletons Electro Spirit Ice Spirit Ice Golem The Log Inferno Dragon
Electro Spirit Ice Golem Electro Giant The Log Inferno Dragon
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.)

Ice Golem The Log
The Log
The Log
Ice Golem The Log
The Log
Electro Giant Electro Spirit Ice Spirit Ice Golem
The Log
The Log Ice Spirit Ice Golem
The Log
The Log
Ice Golem The Log
Ice Golem The Log
The Log
The Log
The Log
Electro Giant The Log
The Log
The Log
The Log
Ice Golem Electro Giant The Log Electro Spirit Ice Spirit
Inferno Dragon
The Log
The Log
The Log
Ice Golem Electro Giant
Electro Spirit Ice Spirit Electro Giant
The Log
Electro Spirit Ice Spirit
The Log
Electro Spirit Ice Spirit
The Log
The Log Ice Golem
Electro Giant
Electro Giant Electro Spirit Ice Spirit The Log
Electro Giant The Log
Inferno Dragon

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