My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Bad
Synergy
Bad
Versatility
RIP
F2P score
Good

3 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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit

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.

Ice Spirit Skeleton Barrel

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Freeze

Punishments

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

Skeleton Barrel

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 Skeleton Barrel 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.

Electro Spirit Skeleton Barrel

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
Skeleton Barrel Clone
Giant Snowball
Fire Spirit Skeleton Barrel Clone
Zap
Fire Spirit Skeleton Barrel Clone
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Skeleton Barrel Heal Spirit Clone
The Log
Electro Spirit Fire Spirit Ice Spirit Skeleton Barrel Heal Spirit Clone
Earthquake
Clone
Arrows
Electro Spirit Fire Spirit Ice Spirit Skeleton Barrel Heal Spirit Clone
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Skeleton Barrel Heal Spirit Clone
Fireball
Skeleton Barrel Clone
Poison
Skeleton Barrel Clone
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Freeze

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 Skeleton Barrel Heal Spirit Clone Freeze

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Electro Spirit Fire Spirit Ice Spirit Heal Spirit Skeleton Barrel Clone Freeze

Shortest cycle

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

3 Mirror Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 1 6

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
Fire Spirit
Skeleton Barrel
Ice Spirit
Skeleton Barrel
Skeleton Barrel
Clone Fire Spirit Ice Spirit Heal Spirit Mirror Freeze
Heal Spirit
Skeleton Barrel
Mirror
Skeleton Barrel Freeze
Clone
Skeleton Barrel
Freeze
Skeleton Barrel Mirror

Defense Synergies 0 1

Electro Spirit
Fire Spirit
Ice Spirit
Ice Spirit
Fire Spirit
Skeleton Barrel
Heal Spirit
Mirror
Clone
Freeze

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.

Skeleton Barrel
Ice Spirit
Fire Spirit Freeze
Freeze Electro Spirit Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Freeze
Electro Spirit Skeleton Barrel
Fire Spirit Ice Spirit
Electro Spirit Freeze
Fire Spirit Ice Spirit Freeze
Fire Spirit Electro Spirit Ice Spirit Freeze
Ice Spirit Freeze
Fire Spirit Ice Spirit Electro Spirit
Freeze Electro Spirit Fire Spirit Ice Spirit
Electro Spirit Fire Spirit

Counters to secondary win conditions

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

Skeleton Barrel
Ice Spirit
Fire Spirit Electro Spirit Ice Spirit Skeleton Barrel Freeze
Freeze Electro Spirit Ice Spirit
Electro Spirit Ice Spirit Freeze
Electro Spirit Freeze

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.)

Skeleton Barrel Freeze
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel Freeze
Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Skeleton Barrel Freeze
Fire Spirit
Fire Spirit Ice Spirit Skeleton Barrel Freeze
Skeleton Barrel
Fire Spirit
Skeleton Barrel
Fire Spirit
Fire Spirit Skeleton Barrel
Skeleton Barrel Freeze
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Freeze
Fire Spirit Skeleton Barrel
Fire Spirit Skeleton Barrel
Skeleton Barrel
Freeze Electro Spirit Fire Spirit Ice Spirit
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Fire Spirit
Electro Spirit Ice Spirit Skeleton Barrel Freeze
Electro Spirit Ice Spirit Freeze
Skeleton Barrel Electro Spirit Fire Spirit Ice Spirit Freeze
Fire Spirit
Freeze
Skeleton Barrel
Electro Spirit Ice Spirit Freeze
Skeleton Barrel Freeze

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