My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
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 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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 Firecracker Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Arrows Tornado

Punishments

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

Electro Giant

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.

Fire Spirit Ice Spirit Electro Giant

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.

Firecracker

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 Snowball
Skeletons Fire Spirit Cannon
Zap
Skeletons Fire Spirit Cannon Firecracker
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Cannon Firecracker
The Log
Skeletons Fire Spirit Ice Spirit Cannon Firecracker
Earthquake
Skeletons Cannon Firecracker
Arrows
Skeletons Fire Spirit Ice Spirit Firecracker
Royal Delivery
Skeletons Fire Spirit Ice Spirit Firecracker
Fireball
Cannon Firecracker
Poison
Cannon Firecracker
Lightning
Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Arrows Firecracker Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Arrows Firecracker Tornado Electro Giant

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.

Fire Spirit Ice Spirit Arrows Tornado Electro Giant

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 Fire Spirit Ice Spirit Arrows Cannon Firecracker Tornado Electro Giant

Shortest cycle

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

6 Skeletons Fire Spirit Ice Spirit Arrows

Attack Synergies 1 2

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
Fire Spirit
Ice Spirit
Firecracker
Arrows
Cannon
Firecracker
Ice Spirit Tornado
Tornado
Electro Giant Firecracker
Electro Giant
Tornado

Defense Synergies 1 16

Skeletons
Cannon Fire Spirit Ice Spirit Firecracker Tornado
Fire Spirit
Skeletons Ice Spirit Firecracker Tornado
Ice Spirit
Skeletons Fire Spirit Cannon Firecracker Tornado
Arrows
Cannon Tornado
Cannon
Skeletons Ice Spirit Arrows Firecracker Electro Giant
Firecracker
Skeletons Fire Spirit Ice Spirit Cannon Tornado
Tornado
Skeletons Fire Spirit Ice Spirit Arrows Firecracker Electro Giant
Electro Giant
Cannon Tornado

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.

Cannon Firecracker
Skeletons Ice Spirit Cannon Firecracker
Cannon Tornado Skeletons Fire Spirit
Cannon Skeletons Firecracker
Arrows Firecracker Tornado
Arrows Tornado Skeletons Fire Spirit Cannon Firecracker
Tornado Fire Spirit Ice Spirit Arrows Cannon Firecracker
Arrows Cannon Electro Giant
Cannon Skeletons Tornado
Tornado Skeletons Fire Spirit Ice Spirit Cannon Firecracker
Skeletons Arrows Cannon Firecracker Tornado Electro Giant
Arrows Firecracker Tornado
Cannon Skeletons Fire Spirit Ice Spirit
Fire Spirit Ice Spirit Arrows Cannon Firecracker Tornado
Cannon
Tornado Ice Spirit Cannon Electro Giant
Skeletons Arrows Cannon Firecracker Tornado
Fire Spirit Ice Spirit Arrows Cannon Firecracker Tornado
Arrows Tornado Fire Spirit Ice Spirit Cannon Firecracker
Cannon Tornado
Fire Spirit Arrows Cannon Firecracker Electro Giant
Cannon

Counters to secondary win conditions

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

Skeletons Electro Giant
Arrows Firecracker
Skeletons Ice Spirit
Tornado
Skeletons Cannon
Fire Spirit Arrows Firecracker Electro Giant Skeletons Ice Spirit Tornado
Skeletons
Skeletons Ice Spirit Firecracker Tornado
Skeletons Cannon
Arrows Tornado Electro Giant
Skeletons Cannon
Cannon Firecracker Electro Giant
Electro Giant Skeletons Ice Spirit Firecracker Tornado
Arrows Cannon Firecracker Electro Giant
Arrows Cannon

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 Firecracker
Arrows Firecracker Tornado
Arrows
Arrows Firecracker
Fire Spirit Arrows Firecracker
Arrows Firecracker Electro Giant Fire Spirit Ice Spirit Tornado
Fire Spirit Arrows Firecracker Tornado
Arrows Fire Spirit Ice Spirit Firecracker Tornado
Arrows Firecracker Tornado
Fire Spirit Tornado
Firecracker Arrows Tornado
Fire Spirit Arrows Firecracker Tornado
Fire Spirit Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Tornado
Fire Spirit Arrows Firecracker
Fire Spirit Arrows Firecracker Tornado Electro Giant
Arrows Tornado
Tornado
Arrows
Arrows Firecracker Tornado Electro Giant Fire Spirit Ice Spirit
Arrows Firecracker Tornado
Arrows Tornado
Arrows Firecracker Tornado
Fire Spirit Arrows Firecracker Tornado Electro Giant
Ice Spirit Firecracker Electro Giant
Arrows
Ice Spirit Arrows Firecracker
Arrows Firecracker
Fire Spirit Ice Spirit
Fire Spirit Arrows Firecracker Tornado
Arrows
Firecracker
Arrows Firecracker
Arrows Tornado Electro Giant
Firecracker
Electro Giant Ice Spirit Firecracker Tornado
Firecracker Tornado
Firecracker Tornado Electro Giant
Firecracker

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