My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats

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 Bomber Bats Prince

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.

The Log

Punishments

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

Prince

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 Prince

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Bomber The Log

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 Bats Prince

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

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 Bats The Log Prince

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 0 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.

Skeletons
Electro Spirit
Fire Spirit
Prince
Ice Spirit
Bomber Bats Prince
Bomber
Ice Spirit Bats Prince
Bats
Ice Spirit Bomber Prince
Prince
Fire Spirit Ice Spirit Bomber Bats The Log
The Log
Prince

Defense Synergies 1 18

Skeletons
Electro Spirit Fire Spirit Ice Spirit Bomber Bats Prince The Log
Electro Spirit
Skeletons The Log
Fire Spirit
Skeletons Ice Spirit The Log
Ice Spirit
Skeletons Fire Spirit Bomber Bats Prince The Log
Bomber
Skeletons Ice Spirit Bats The Log
Bats
Skeletons Ice Spirit Bomber Prince The Log
Prince
The Log Skeletons Ice Spirit Bats
The Log
Prince Skeletons Electro Spirit Fire Spirit Ice Spirit Bomber Bats

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 The Log
Skeletons Ice Spirit Bats Prince The Log
Prince Skeletons Fire Spirit Bomber Bats
Prince Skeletons Bats
Bomber Prince The Log
The Log Skeletons Electro Spirit Fire Spirit Bomber Bats
Bats Electro Spirit Fire Spirit Ice Spirit
Electro Spirit The Log
Skeletons Prince
Skeletons Fire Spirit Ice Spirit Bomber Prince
Bats Skeletons Electro Spirit Bomber The Log
Bats
Prince Skeletons Fire Spirit Ice Spirit Bomber Bats The Log
Fire Spirit Bomber Electro Spirit Ice Spirit Bats Prince The Log
Prince
Ice Spirit Prince The Log
Skeletons Bomber Bats Prince
Fire Spirit Ice Spirit Electro Spirit Bomber Bats Prince The Log
The Log Electro Spirit Fire Spirit Ice Spirit Bomber Bats
Prince
Bomber Electro Spirit Fire Spirit Bats Prince The Log

Counters to secondary win conditions

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

Skeletons Prince
Bomber Prince The Log
Skeletons Ice Spirit Bats Prince The Log
Prince Bats The Log
Skeletons Prince
Fire Spirit Skeletons Electro Spirit Ice Spirit Bats
Prince Skeletons Bats
Prince
Skeletons Electro Spirit Ice Spirit Bats Prince The Log
Skeletons
Bats Prince
Prince The Log
Prince Skeletons
Bomber
Skeletons Electro Spirit Ice Spirit Bomber Bats Prince The Log
Bats Electro Spirit Bomber The Log
Electro Spirit Bomber

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.)

The Log
The Log
The Log
Prince The Log
Bomber Fire Spirit The Log
Electro Spirit Fire Spirit Ice Spirit Bats
Fire Spirit Bomber The Log
The Log Fire Spirit Ice Spirit
The Log
Fire Spirit Bats Prince
Prince The Log
Fire Spirit
Fire Spirit The Log
Prince The Log
Bomber The Log
The Log
Bomber Bats
Fire Spirit Bomber Prince The Log
Fire Spirit Bomber The Log
Prince The Log
Prince The Log
The Log
The Log Electro Spirit Fire Spirit Ice Spirit Bomber
The Log
Prince The Log
The Log
Fire Spirit Bats
Electro Spirit Ice Spirit Bats
Bomber The Log
Electro Spirit Ice Spirit
Prince
The Log
Electro Spirit Fire Spirit Ice Spirit Bats Prince
Fire Spirit
The Log
Prince
The Log Bomber
Prince
Electro Spirit Ice Spirit Bats The Log
Bats
Prince The Log
Prince

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