My Best Clash Royale Deck

Deck Check Rating

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

1 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 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!
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 Inferno Dragon Little Prince

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 Giant Skeleton Inferno Dragon Little 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.

Arrows

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 Heal Spirit Giant Skeleton

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 Giant Skeleton

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 Giant Skeleton Inferno Dragon
Giant Snowball
Skeletons Fire Spirit Inferno Dragon Little Prince
Zap
Skeletons Fire Spirit Inferno Dragon Little Prince
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Heal Spirit Giant Skeleton Little Prince
The Log
Skeletons Electro Spirit Fire Spirit Heal Spirit Giant Skeleton Little Prince
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Fire Spirit Heal Spirit Little Prince
Royal Delivery
Skeletons Electro Spirit Fire Spirit Heal Spirit Giant Skeleton Inferno Dragon Little Prince
Fireball
Inferno Dragon Little Prince
Poison
Little Prince
Lightning
Inferno Dragon Little Prince
Rocket
Inferno Dragon Little Prince

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Arrows

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 Arrows Heal Spirit Giant Skeleton Inferno Dragon

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 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.

Skeletons Electro Spirit Fire Spirit Heal Spirit Arrows Little Prince Inferno Dragon Giant Skeleton

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Heal Spirit

Attack Synergies 0 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.

Skeletons
Electro Spirit
Giant Skeleton
Fire Spirit
Giant Skeleton Inferno Dragon
Arrows
Giant Skeleton
Heal Spirit
Giant Skeleton Inferno Dragon
Giant Skeleton
Electro Spirit Fire Spirit Arrows Heal Spirit
Inferno Dragon
Fire Spirit Heal Spirit
Little Prince

Defense Synergies 0 10

Skeletons
Electro Spirit Fire Spirit Giant Skeleton Inferno Dragon Little Prince
Electro Spirit
Skeletons Little Prince
Fire Spirit
Skeletons Giant Skeleton
Arrows
Giant Skeleton Little Prince
Heal Spirit
Giant Skeleton
Skeletons Fire Spirit Arrows Little Prince
Inferno Dragon
Skeletons
Little Prince
Skeletons Electro Spirit Arrows Giant Skeleton

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.

Inferno Dragon Skeletons
Skeletons Fire Spirit Giant Skeleton Inferno Dragon
Inferno Dragon Skeletons
Arrows Giant Skeleton
Arrows Skeletons Electro Spirit Fire Spirit
Inferno Dragon Electro Spirit Fire Spirit Arrows Little Prince
Electro Spirit Arrows Giant Skeleton
Inferno Dragon Skeletons
Skeletons Fire Spirit Giant Skeleton Little Prince
Skeletons Electro Spirit Arrows Giant Skeleton
Arrows Inferno Dragon
Skeletons Fire Spirit Giant Skeleton
Fire Spirit Electro Spirit Arrows
Inferno Dragon
Inferno Dragon
Skeletons Arrows
Fire Spirit Arrows Electro Spirit Little Prince
Arrows Electro Spirit Fire Spirit Giant Skeleton Inferno Dragon Little Prince
Inferno Dragon
Electro Spirit Fire Spirit Arrows Giant Skeleton Little Prince

Counters to secondary win conditions

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

Skeletons Giant Skeleton
Arrows Inferno Dragon
Giant Skeleton Skeletons
Giant Skeleton
Giant Skeleton Skeletons Inferno Dragon
Fire Spirit Arrows Skeletons Electro Spirit
Skeletons Giant Skeleton
Giant Skeleton Inferno Dragon
Giant Skeleton Skeletons Electro Spirit Inferno Dragon
Skeletons Inferno Dragon
Inferno Dragon Giant Skeleton
Arrows Giant Skeleton
Giant Skeleton Skeletons
Skeletons Electro Spirit Giant Skeleton Inferno Dragon Little Prince
Arrows Electro Spirit Giant Skeleton Inferno Dragon

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 Giant Skeleton
Arrows
Arrows Giant Skeleton
Arrows Giant Skeleton
Fire Spirit Arrows
Arrows Electro Spirit Fire Spirit
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Fire Spirit
Arrows
Fire Spirit Arrows
Fire Spirit
Arrows
Arrows
Arrows
Arrows
Arrows
Fire Spirit Arrows
Fire Spirit Arrows Little Prince
Giant Skeleton
Arrows
Arrows
Arrows Electro Spirit Fire Spirit Little Prince
Inferno Dragon
Arrows
Arrows
Arrows
Fire Spirit Arrows Little Prince
Electro Spirit
Arrows
Electro Spirit Arrows
Giant Skeleton
Arrows
Electro Spirit Fire Spirit
Fire Spirit Arrows
Arrows
Arrows
Arrows Giant Skeleton
Electro Spirit Giant Skeleton
Giant Skeleton Little Prince

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