My Best Clash Royale Deck

Deck Check Rating

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

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 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!

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.

Skeletons Ice Spirit Sparky

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Arrows

Punishments

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

Goblin Barrel

Pump responses

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

Goblin Barrel

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 Goblin 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
Skeletons Goblin Barrel Guards Sparky
Giant Snowball
Skeletons Fire Spirit Goblin Barrel Guards
Zap
Skeletons Fire Spirit Goblin Barrel Guards Sparky
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Ice Spirit Goblin Barrel Guards Sparky
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Goblin Barrel Guards Sparky
Earthquake
Skeletons Goblin Barrel Guards
Arrows
Skeletons Electro Spirit Fire Spirit Ice Spirit Goblin Barrel Guards
Royal Delivery
Skeletons Electro Spirit Fire Spirit Ice Spirit Goblin Barrel Guards Sparky
Fireball
Goblin Barrel Sparky
Poison
Guards Sparky
Lightning
Sparky
Rocket
Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Arrows Sparky

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 Guards Sparky

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.

Goblin Barrel

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 Goblin Barrel

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.

Skeletons Electro Spirit Fire Spirit Ice Spirit Arrows Goblin Barrel Guards Sparky

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 3 7

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
Sparky
Fire Spirit
Goblin Barrel Sparky
Ice Spirit
Goblin Barrel Sparky Guards
Arrows
Sparky Goblin Barrel
Goblin Barrel
Ice Spirit Fire Spirit Arrows Guards Sparky
Guards
Ice Spirit Goblin Barrel
Sparky
Ice Spirit Arrows Electro Spirit Fire Spirit Goblin Barrel

Defense Synergies 1 9

Skeletons
Electro Spirit Fire Spirit Ice Spirit Sparky
Electro Spirit
Skeletons
Fire Spirit
Skeletons Ice Spirit Sparky
Ice Spirit
Sparky Skeletons Fire Spirit Guards
Arrows
Sparky
Goblin Barrel
Guards
Ice Spirit Sparky
Sparky
Ice Spirit Skeletons Fire Spirit Arrows Guards

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.

Sparky
Sparky Skeletons Ice Spirit
Sparky Skeletons Fire Spirit
Sparky Skeletons Guards
Arrows Sparky
Arrows Skeletons Electro Spirit Fire Spirit Guards
Electro Spirit Fire Spirit Ice Spirit Arrows
Electro Spirit Arrows Sparky
Sparky Skeletons
Guards Skeletons Fire Spirit Ice Spirit Sparky
Guards Skeletons Electro Spirit Arrows
Arrows
Sparky Skeletons Fire Spirit Ice Spirit Guards
Fire Spirit Sparky Electro Spirit Ice Spirit Arrows Guards
Sparky
Ice Spirit Sparky
Sparky Skeletons Arrows
Fire Spirit Ice Spirit Arrows Electro Spirit Guards
Arrows Electro Spirit Fire Spirit Ice Spirit Guards
Sparky
Electro Spirit Fire Spirit Arrows Guards Sparky
Sparky

Counters to secondary win conditions

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

Guards Skeletons Sparky
Arrows
Guards Skeletons Ice Spirit Sparky
Guards Sparky
Skeletons Guards Sparky
Fire Spirit Arrows Skeletons Electro Spirit Ice Spirit
Guards Sparky Skeletons
Sparky
Skeletons Electro Spirit Ice Spirit Sparky
Skeletons Guards Sparky
Guards Sparky
Arrows Guards
Skeletons Guards Sparky
Sparky
Guards Sparky Skeletons Electro Spirit Ice Spirit
Arrows Electro Spirit Sparky
Electro Spirit Arrows

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 Guards Sparky
Arrows
Arrows Sparky
Arrows Guards Sparky
Fire Spirit Arrows Sparky
Arrows Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Arrows Sparky
Arrows Fire Spirit Ice Spirit
Arrows
Fire Spirit Guards Sparky
Arrows Sparky
Fire Spirit Arrows
Fire Spirit Sparky
Arrows
Arrows Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Sparky
Fire Spirit Arrows Sparky
Fire Spirit Arrows
Sparky
Arrows
Sparky
Arrows
Arrows Electro Spirit Fire Spirit Ice Spirit Sparky
Arrows Sparky
Arrows Sparky
Arrows Sparky
Fire Spirit Arrows Sparky
Electro Spirit Ice Spirit Guards
Sparky
Arrows Sparky
Electro Spirit Ice Spirit Arrows Sparky
Sparky
Arrows Sparky
Electro Spirit Fire Spirit Ice Spirit Guards
Fire Spirit Arrows
Arrows
Sparky
Arrows
Arrows Sparky
Sparky
Electro Spirit Ice Spirit Guards Sparky
Sparky
Sparky
Sparky

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