My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 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.

Fire Spirit Firecracker

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 Firecracker Royal Giant

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Rage

Punishments

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

Royal 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.

Fire Spirit Ice Spirit Royal Giant Heal Spirit

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.

Firecracker

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Firecracker

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.

Fire Spirit Ice Spirit Heal Spirit Rage

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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 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 Fire Spirit Ice Spirit Heal Spirit Zap Rage Firecracker Royal Giant

Shortest cycle

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

4 Skeletons Fire Spirit Ice Spirit Heal Spirit

Attack Synergies 6 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.

Skeletons
Fire Spirit
Royal Giant Zap
Ice Spirit
Zap Royal Giant Firecracker Royal Giant
Zap
Ice Spirit Firecracker Fire Spirit Royal Giant Heal Spirit
Firecracker
Zap Royal Giant Ice Spirit
Royal Giant
Fire Spirit Ice Spirit Firecracker Heal Spirit Ice Spirit Zap
Heal Spirit
Royal Giant Zap
Rage

Defense Synergies 1 9

Skeletons
Fire Spirit Ice Spirit Zap Firecracker
Fire Spirit
Skeletons Ice Spirit Zap Firecracker
Ice Spirit
Zap Skeletons Fire Spirit Firecracker
Zap
Ice Spirit Skeletons Fire Spirit Firecracker
Firecracker
Skeletons Fire Spirit Ice Spirit Zap
Royal Giant
Heal Spirit
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.

Zap Firecracker
Skeletons Ice Spirit Zap Firecracker
Skeletons Fire Spirit
Skeletons Firecracker
Firecracker
Skeletons Fire Spirit Zap Firecracker
Fire Spirit Ice Spirit Zap Firecracker
Zap
Skeletons
Skeletons Fire Spirit Ice Spirit Firecracker
Skeletons Zap Firecracker
Zap Firecracker
Skeletons Fire Spirit Ice Spirit Zap
Fire Spirit Ice Spirit Zap Firecracker
Ice Spirit Zap
Skeletons Firecracker
Fire Spirit Ice Spirit Zap Firecracker
Zap Fire Spirit Ice Spirit Firecracker
Fire Spirit Firecracker

Counters to secondary win conditions

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

Skeletons Zap
Zap Firecracker
Skeletons Ice Spirit Zap
Zap
Skeletons
Fire Spirit Firecracker Skeletons Ice Spirit Zap
Skeletons
Zap Skeletons Ice Spirit Firecracker
Skeletons
Zap
Skeletons
Firecracker
Skeletons Ice Spirit Zap Firecracker
Zap Firecracker

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.)

Firecracker
Firecracker Zap
Firecracker
Fire Spirit Zap Firecracker
Firecracker Fire Spirit Ice Spirit Zap
Fire Spirit Firecracker
Fire Spirit Ice Spirit Zap Firecracker
Zap Firecracker
Fire Spirit
Firecracker Zap
Fire Spirit Zap Firecracker
Fire Spirit Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Fire Spirit Zap Firecracker
Fire Spirit Zap Firecracker
Zap
Zap Firecracker Fire Spirit Ice Spirit
Firecracker Zap
Zap
Zap Firecracker
Fire Spirit Zap Firecracker
Zap Ice Spirit Firecracker
Zap
Zap Ice Spirit Firecracker
Firecracker
Zap Fire Spirit Ice Spirit
Fire Spirit Zap Firecracker
Firecracker
Zap Firecracker
Zap
Firecracker
Zap Ice Spirit Firecracker
Firecracker Zap
Zap Firecracker

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