My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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 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 Wizard

Defensive buildings

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

Tombstone

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 Bomber Tombstone Wizard

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.

Arrows

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

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 Bomber
Giant Snowball
Skeletons Fire Spirit Bomber Tombstone
Zap
Skeletons Fire Spirit Bomber Tombstone
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Ice Spirit Bomber Tombstone Wizard
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Bomber Tombstone
Earthquake
Skeletons Bomber Tombstone
Arrows
Skeletons Electro Spirit Fire Spirit Ice Spirit Bomber Tombstone
Royal Delivery
Skeletons Electro Spirit Fire Spirit Ice Spirit Bomber Wizard
Fireball
Bomber Tombstone Wizard
Poison
Bomber Tombstone Wizard
Lightning
Tombstone Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Arrows Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Bomber Arrows Wizard

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 Arrows Tombstone

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 Wizard

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 Bomber Arrows Tombstone Wizard

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 0 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
Bomber
Bomber
Ice Spirit
Arrows
Tombstone
Wizard

Defense Synergies 0 13

Skeletons
Electro Spirit Fire Spirit Ice Spirit Bomber Tombstone Wizard
Electro Spirit
Skeletons
Fire Spirit
Skeletons Ice Spirit
Ice Spirit
Skeletons Fire Spirit Bomber Tombstone Wizard
Bomber
Skeletons Ice Spirit Tombstone
Arrows
Tombstone
Tombstone
Skeletons Ice Spirit Bomber Arrows Wizard
Wizard
Skeletons Ice Spirit Tombstone

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.

Bomber Tombstone Wizard
Skeletons Ice Spirit Tombstone
Skeletons Fire Spirit Bomber Tombstone
Skeletons Tombstone
Bomber Arrows Tombstone
Arrows Skeletons Electro Spirit Fire Spirit Bomber
Electro Spirit Fire Spirit Ice Spirit Arrows Tombstone Wizard
Electro Spirit Arrows
Skeletons Tombstone
Skeletons Fire Spirit Ice Spirit Bomber
Skeletons Electro Spirit Bomber Arrows Tombstone Wizard
Arrows Wizard
Tombstone Skeletons Fire Spirit Ice Spirit Bomber Wizard
Fire Spirit Bomber Wizard Electro Spirit Ice Spirit Arrows Tombstone
Tombstone
Ice Spirit
Wizard Skeletons Bomber Arrows Tombstone
Fire Spirit Ice Spirit Arrows Tombstone Electro Spirit Bomber Wizard
Arrows Wizard Electro Spirit Fire Spirit Ice Spirit Bomber Tombstone
Bomber Wizard Electro Spirit Fire Spirit Arrows
Tombstone

Counters to secondary win conditions

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

Skeletons Tombstone
Bomber Arrows Wizard
Tombstone Skeletons Ice Spirit
Skeletons Tombstone
Fire Spirit Arrows Wizard Skeletons Electro Spirit Ice Spirit
Skeletons Tombstone
Skeletons Electro Spirit Ice Spirit Tombstone
Skeletons Tombstone
Tombstone
Arrows
Skeletons Tombstone Wizard
Wizard Bomber
Tombstone Skeletons Electro Spirit Ice Spirit Bomber
Arrows Electro Spirit Bomber Wizard
Electro Spirit Bomber Arrows Tombstone

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.)

Arrows
Arrows
Arrows
Arrows
Bomber Wizard Fire Spirit Arrows
Arrows Wizard Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Bomber Arrows Wizard
Arrows Fire Spirit Ice Spirit Wizard
Arrows Wizard
Fire Spirit
Arrows Wizard
Fire Spirit Arrows Wizard
Fire Spirit
Arrows
Arrows
Bomber Arrows Wizard
Arrows Wizard
Arrows
Bomber
Fire Spirit Bomber Arrows Wizard
Fire Spirit Bomber Arrows Wizard
Arrows Wizard
Arrows
Arrows Electro Spirit Fire Spirit Ice Spirit Bomber Wizard
Arrows Wizard
Arrows Wizard
Arrows
Fire Spirit Arrows Wizard
Electro Spirit Ice Spirit Wizard
Bomber Arrows Wizard
Electro Spirit Ice Spirit Arrows
Arrows Wizard
Electro Spirit Fire Spirit Ice Spirit Tombstone
Fire Spirit Arrows Wizard
Arrows
Wizard
Arrows Bomber Wizard
Arrows
Electro Spirit Ice Spirit
Wizard

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