My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
Bad
Versatility
Bad
F2P score
Good

2 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!
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!

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 Electro Wizard

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 Electro Wizard

Offensive cards

Win conditions

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

Wall Breakers

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.

Wall Breakers

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 Heal Spirit Wall Breakers

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 Electro Wizard

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

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 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 Heal Spirit

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 Electro 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.

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 Heal Spirit Wall Breakers The Log Electro 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 5

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
Wall Breakers
Fire Spirit
Wall Breakers
Ice Spirit
Wall Breakers
Heal Spirit
Wall Breakers
Electro Spirit Fire Spirit Ice Spirit The Log Electro Wizard
The Log
Wall Breakers
Electro Wizard
Wall Breakers

Defense Synergies 0 13

Skeletons
Electro Spirit Fire Spirit Ice Spirit The Log Electro Wizard
Electro Spirit
Skeletons The Log Electro Wizard
Fire Spirit
Skeletons Ice Spirit The Log Electro Wizard
Ice Spirit
Skeletons Fire Spirit The Log Electro Wizard
Heal Spirit
Wall Breakers
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Electro Wizard
Electro Wizard
Skeletons Electro Spirit Fire Spirit Ice Spirit The Log

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.

The Log Electro Wizard
Skeletons Ice Spirit The Log Electro Wizard
Skeletons Fire Spirit Electro Wizard
Skeletons Electro Wizard
The Log
The Log Skeletons Electro Spirit Fire Spirit Electro Wizard
Electro Wizard Electro Spirit Fire Spirit Ice Spirit
Electro Spirit The Log Electro Wizard
Skeletons
Skeletons Fire Spirit Ice Spirit Electro Wizard
Electro Wizard Skeletons Electro Spirit The Log
Electro Wizard
Skeletons Fire Spirit Ice Spirit The Log Electro Wizard
Fire Spirit Electro Spirit Ice Spirit The Log Electro Wizard
Electro Wizard
Ice Spirit The Log Electro Wizard
Skeletons Electro Wizard
Fire Spirit Ice Spirit Electro Spirit The Log Electro Wizard
The Log Electro Spirit Fire Spirit Ice Spirit Electro Wizard
Electro Wizard
Electro Spirit Fire Spirit The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Electro Wizard
Electro Wizard The Log
Skeletons Ice Spirit The Log Electro Wizard
The Log Electro Wizard
Skeletons
Fire Spirit Skeletons Electro Spirit Ice Spirit Electro Wizard
Skeletons Electro Wizard
Electro Wizard Skeletons Electro Spirit Ice Spirit The Log
Skeletons
The Log Electro Wizard
Skeletons
Electro Wizard Skeletons Electro Spirit Ice Spirit The Log
Electro Spirit The Log Electro Wizard
Electro Spirit Electro Wizard

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 Electro Wizard
The Log
The Log
Fire Spirit The Log
Electro Spirit Fire Spirit Ice Spirit
Fire Spirit The Log
The Log Fire Spirit Ice Spirit
The Log
Fire Spirit Electro Wizard
The Log Electro Wizard
Fire Spirit
Fire Spirit The Log
The Log
The Log
The Log
Fire Spirit The Log Electro Wizard
Fire Spirit The Log
The Log
The Log
The Log
The Log Electro Spirit Fire Spirit Ice Spirit
The Log Electro Wizard
The Log
The Log
Fire Spirit Electro Wizard
Electro Wizard Electro Spirit Ice Spirit
The Log
Electro Spirit Ice Spirit Electro Wizard
The Log
Electro Wizard Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Electro Wizard
The Log
Electro Wizard
The Log
Electro Spirit Ice Spirit The Log Electro Wizard
Electro Wizard
The Log Electro Wizard

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