My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Mediocre
Synergy
RIP
Versatility
RIP
F2P score
Mediocre

4 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!
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!
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 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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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.

Suspicious Bush Elixir Collector

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.

Zap Goblin Curse Rage

Pump responses

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

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

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
Goblin Curse Clone
Giant Snowball
Goblin Curse Clone
Zap
Goblin Curse Clone
Barbarian Barrel
Electro Spirit Goblin Curse Clone
The Log
Electro Spirit Suspicious Bush Goblin Curse Clone
Earthquake
Elixir Collector Clone
Arrows
Electro Spirit Suspicious Bush Goblin Curse Clone
Royal Delivery
Electro Spirit Clone
Fireball
Suspicious Bush Elixir Collector Clone
Poison
Suspicious Bush Elixir Collector Goblin Curse Clone
Lightning
Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap

Ladder info

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 Suspicious Bush Elixir Collector Goblin Curse Rage Clone

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Electro Spirit Zap Suspicious Bush Goblin Curse Rage Clone Elixir Collector

Shortest cycle

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

5 Mirror Electro Spirit Zap Suspicious Bush

Attack Synergies 2 2

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
Zap Goblin Curse
Zap
Mirror Goblin Curse Electro Spirit
Suspicious Bush
Elixir Collector
Mirror
Zap
Goblin Curse
Zap Electro Spirit
Rage
Clone

Defense Synergies 1 1

Electro Spirit
Zap
Zap
Mirror Electro Spirit
Suspicious Bush
Elixir Collector
Mirror
Zap
Goblin Curse
Rage
Clone

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
Zap Goblin Curse
Goblin Curse
Goblin Curse
Electro Spirit Zap
Electro Spirit Zap Goblin Curse
Electro Spirit Zap
Goblin Curse
Goblin Curse Electro Spirit Zap
Zap Goblin Curse
Zap Goblin Curse
Electro Spirit Zap Goblin Curse
Goblin Curse
Zap Goblin Curse
Electro Spirit Zap
Zap Electro Spirit Goblin Curse
Goblin Curse
Electro Spirit Goblin Curse

Counters to secondary win conditions

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

Zap
Zap
Zap
Zap
Goblin Curse
Electro Spirit Zap Goblin Curse
Goblin Curse
Zap Electro Spirit
Goblin Curse
Zap
Goblin Curse
Goblin Curse
Electro Spirit Zap
Electro Spirit Zap Goblin Curse
Electro Spirit Zap

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.)

Zap Goblin Curse
Zap Goblin Curse
Electro Spirit Zap Goblin Curse
Zap Goblin Curse
Zap
Zap
Zap Goblin Curse
Zap
Zap
Zap
Zap Goblin Curse
Zap
Zap Goblin Curse Electro Spirit
Zap
Zap
Zap Goblin Curse
Zap Goblin Curse
Zap Electro Spirit
Zap
Zap Electro Spirit
Goblin Curse
Zap Electro Spirit
Zap Goblin Curse
Zap
Zap
Zap Electro Spirit
Zap
Zap

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