My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
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 Magic Archer

Defensive buildings

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

Cannon Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bowler Magic Archer

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Tornado Poison

Pump responses

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

Poison Goblin Drill

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 Magic Archer

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 Goblin Drill Magic Archer

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 Drill
Giant Snowball
Fire Spirit Cannon Goblin Drill
Zap
Fire Spirit Cannon Goblin Drill
Barbarian Barrel
Electro Spirit Fire Spirit Cannon Goblin Drill Magic Archer
The Log
Electro Spirit Fire Spirit Cannon Goblin Drill
Earthquake
Cannon Goblin Drill
Arrows
Electro Spirit Fire Spirit Goblin Drill
Royal Delivery
Electro Spirit Fire Spirit Goblin Drill Bowler Magic Archer
Fireball
Cannon Goblin Drill Bowler Magic Archer
Poison
Cannon Goblin Drill Magic Archer
Lightning
Cannon Bowler Magic Archer
Rocket
Bowler Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Tornado Poison Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Tornado Poison Bowler Magic Archer

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 Tornado Poison Goblin Drill Bowler

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

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Cannon Tornado Poison Goblin Drill Magic Archer Bowler

Shortest cycle

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

8 Electro Spirit Fire Spirit Cannon Tornado

Attack Synergies 2 8

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
Goblin Drill Bowler
Fire Spirit
Goblin Drill Bowler
Cannon
Tornado
Magic Archer Poison Bowler
Poison
Tornado Goblin Drill Bowler
Goblin Drill
Fire Spirit Electro Spirit Poison
Bowler
Electro Spirit Fire Spirit Tornado Poison Magic Archer
Magic Archer
Tornado Bowler

Defense Synergies 2 9

Electro Spirit
Goblin Drill
Fire Spirit
Tornado Goblin Drill
Cannon
Poison Bowler Magic Archer
Tornado
Bowler Magic Archer Fire Spirit Poison Goblin Drill
Poison
Cannon Tornado
Goblin Drill
Electro Spirit Fire Spirit Tornado Magic Archer
Bowler
Tornado Cannon
Magic Archer
Tornado Cannon Goblin Drill

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.

Bowler Cannon Magic Archer
Cannon Goblin Drill
Cannon Tornado Bowler Fire Spirit Goblin Drill
Cannon Goblin Drill Bowler
Tornado Poison Bowler
Tornado Bowler Electro Spirit Fire Spirit Cannon Magic Archer
Tornado Electro Spirit Fire Spirit Cannon Poison Magic Archer
Bowler Electro Spirit Cannon Poison Magic Archer
Cannon Tornado Goblin Drill
Tornado Fire Spirit Cannon Bowler
Poison Electro Spirit Cannon Tornado Goblin Drill Bowler Magic Archer
Tornado Poison Magic Archer
Cannon Goblin Drill Bowler Fire Spirit
Fire Spirit Bowler Electro Spirit Cannon Tornado Poison Goblin Drill Magic Archer
Cannon Goblin Drill
Tornado Cannon Goblin Drill Bowler
Cannon Tornado Poison Goblin Drill Bowler
Fire Spirit Cannon Electro Spirit Tornado Goblin Drill Bowler Magic Archer
Tornado Poison Goblin Drill Electro Spirit Fire Spirit Cannon Bowler Magic Archer
Cannon Tornado Goblin Drill
Bowler Electro Spirit Fire Spirit Cannon Poison
Cannon

Counters to secondary win conditions

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

Bowler
Poison Bowler Magic Archer
Bowler
Bowler Tornado
Cannon Goblin Drill Bowler
Fire Spirit Poison Electro Spirit Tornado Magic Archer
Bowler
Electro Spirit Tornado Poison Magic Archer
Cannon Goblin Drill
Bowler
Tornado Poison Bowler
Bowler Cannon
Cannon Bowler Magic Archer
Electro Spirit Tornado Poison Goblin Drill Bowler Magic Archer
Poison Bowler Electro Spirit Cannon Magic Archer
Electro Spirit Cannon

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.)

Poison Magic Archer Goblin Drill
Poison Tornado Bowler Magic Archer
Poison Goblin Drill Magic Archer
Poison
Poison Fire Spirit Bowler Magic Archer
Poison Electro Spirit Fire Spirit Tornado Magic Archer
Fire Spirit Tornado Poison Bowler Magic Archer
Poison Fire Spirit Tornado Bowler Magic Archer
Poison Tornado
Fire Spirit Tornado Poison Bowler
Poison Tornado Bowler Magic Archer
Poison Fire Spirit Tornado Magic Archer
Poison Fire Spirit Bowler Magic Archer
Poison Magic Archer
Poison Magic Archer
Poison Goblin Drill Bowler Magic Archer
Magic Archer Poison Bowler
Tornado Poison
Fire Spirit Poison Bowler Magic Archer
Fire Spirit Tornado Poison Bowler Magic Archer
Poison Bowler Magic Archer
Tornado Poison
Tornado Bowler
Poison Goblin Drill
Tornado Poison Electro Spirit Fire Spirit Bowler Magic Archer
Poison Tornado Bowler Magic Archer
Tornado Poison Bowler Magic Archer
Poison Tornado Magic Archer
Poison Fire Spirit Tornado Magic Archer
Electro Spirit Poison
Bowler
Poison Magic Archer
Electro Spirit Poison Magic Archer
Poison Bowler Magic Archer
Electro Spirit Fire Spirit Magic Archer
Poison Fire Spirit Tornado Magic Archer
Poison Bowler Magic Archer
Poison Bowler Magic Archer
Tornado Poison
Electro Spirit Tornado Poison Bowler Magic Archer
Tornado Poison Magic Archer
Poison Tornado Bowler Magic Archer
Bowler
Poison

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: