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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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.

Fire Spirit Minions Flying Machine

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 Flying Machine

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.

Rage

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 Heal Spirit Flying Machine

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 Minions
Giant Snowball
Skeletons Fire Spirit Minions Flying Machine
Zap
Skeletons Fire Spirit Minions Flying Machine
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Ice Spirit Heal Spirit
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Heal Spirit
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Fire Spirit Ice Spirit Minions Heal Spirit Flying Machine
Royal Delivery
Skeletons Electro Spirit Fire Spirit Ice Spirit Minions Heal Spirit Flying Machine
Fireball
Minions Flying Machine
Poison
Minions Flying Machine
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit

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 Heal Spirit Rage

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 Minions Heal 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Fire Spirit Ice Spirit Heal Spirit Rage Minions Flying Machine

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 2 1

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
Fire Spirit
Ice Spirit
Minions
Minions
Ice Spirit Rage Heal Spirit
Heal Spirit
Minions
Flying Machine
Rage
Minions

Defense Synergies 0 9

Skeletons
Electro Spirit Fire Spirit Ice Spirit Minions Flying Machine
Electro Spirit
Skeletons
Fire Spirit
Skeletons Ice Spirit
Ice Spirit
Skeletons Fire Spirit Minions Flying Machine
Minions
Skeletons Ice Spirit Flying Machine
Heal Spirit
Flying Machine
Skeletons Ice Spirit Minions
Rage

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.

Minions Flying Machine
Skeletons Ice Spirit Minions Flying Machine
Skeletons Fire Spirit Minions
Skeletons Minions
Skeletons Electro Spirit Fire Spirit Minions Flying Machine
Minions Electro Spirit Fire Spirit Ice Spirit Flying Machine
Electro Spirit Flying Machine
Skeletons Minions
Skeletons Fire Spirit Ice Spirit
Minions Skeletons Electro Spirit Flying Machine
Minions Flying Machine
Skeletons Fire Spirit Ice Spirit Minions Flying Machine
Fire Spirit Electro Spirit Ice Spirit Minions
Ice Spirit
Skeletons Minions
Fire Spirit Ice Spirit Electro Spirit Minions Flying Machine
Electro Spirit Fire Spirit Ice Spirit Minions Flying Machine
Electro Spirit Fire Spirit Minions Flying Machine

Counters to secondary win conditions

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

Skeletons
Flying Machine
Skeletons Ice Spirit Minions
Skeletons
Fire Spirit Skeletons Electro Spirit Ice Spirit Minions Flying Machine
Skeletons Minions Flying Machine
Skeletons Electro Spirit Ice Spirit Minions Flying Machine
Skeletons
Minions Flying Machine
Skeletons
Flying Machine
Skeletons Electro Spirit Ice Spirit Minions Flying Machine
Minions Electro Spirit Flying Machine
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.)

Flying Machine
Flying Machine
Flying Machine
Flying Machine
Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Minions Flying Machine
Fire Spirit Flying Machine
Fire Spirit Ice Spirit Flying Machine
Flying Machine
Fire Spirit Minions
Flying Machine
Fire Spirit Flying Machine
Flying Machine Fire Spirit
Minions Flying Machine
Flying Machine
Flying Machine
Flying Machine
Minions
Fire Spirit Flying Machine
Fire Spirit Flying Machine
Minions
Flying Machine
Electro Spirit Fire Spirit Ice Spirit
Flying Machine
Flying Machine
Fire Spirit Flying Machine
Electro Spirit Ice Spirit Minions Flying Machine
Electro Spirit Ice Spirit
Electro Spirit Fire Spirit Ice Spirit Minions Flying Machine
Fire Spirit Flying Machine
Flying Machine
Flying Machine
Flying Machine
Electro Spirit Ice Spirit Minions Flying Machine
Flying Machine
Flying Machine

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