My Best Clash Royale Deck

Deck Check Rating

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

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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Bats Inferno Dragon

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.

Bats Suspicious Bush Bowler Electro Giant Inferno Dragon Monk

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.

Missing

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.

Electro 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.

Electro Spirit Monk

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
Bats Skeleton Army Inferno Dragon
Giant Snowball
Bats Skeleton Army Inferno Dragon
Zap
Bats Skeleton Army Inferno Dragon
Barbarian Barrel
Electro Spirit Skeleton Army
The Log
Electro Spirit Suspicious Bush Skeleton Army
Earthquake
Skeleton Army
Arrows
Electro Spirit Bats Suspicious Bush Skeleton Army
Royal Delivery
Electro Spirit Bats Skeleton Army Bowler Inferno Dragon
Fireball
Suspicious Bush Skeleton Army Bowler Inferno Dragon
Poison
Bats Suspicious Bush Skeleton Army
Lightning
Bowler Inferno Dragon Monk
Rocket
Bowler Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Bowler 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.

Electro Spirit Bats Suspicious Bush Skeleton Army Bowler Electro Giant Inferno Dragon

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.

Skeleton Army

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Electro Spirit Bats Suspicious Bush Skeleton Army Inferno Dragon Bowler Monk Electro Giant

Shortest cycle

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

8 Electro Spirit Bats Suspicious Bush Skeleton Army

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.

Electro Spirit
Bowler Electro Giant
Bats
Bowler Inferno Dragon
Suspicious Bush
Skeleton Army
Bowler
Electro Spirit Bats
Electro Giant
Electro Spirit Inferno Dragon
Inferno Dragon
Bats Electro Giant
Monk

Defense Synergies 0 4

Electro Spirit
Bats
Bowler Inferno Dragon
Suspicious Bush
Skeleton Army
Inferno Dragon
Bowler
Bats
Electro Giant
Inferno Dragon
Inferno Dragon
Bats Skeleton Army Electro Giant
Monk

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.

Bowler
Skeleton Army Inferno Dragon Bats Monk
Skeleton Army Bowler Bats Inferno Dragon
Skeleton Army Inferno Dragon Bats Bowler Monk
Skeleton Army Bowler Monk
Skeleton Army Bowler Electro Spirit Bats
Bats Inferno Dragon Electro Spirit
Bowler Electro Spirit Electro Giant Monk
Inferno Dragon Skeleton Army
Skeleton Army Bowler
Bats Skeleton Army Electro Spirit Bowler Electro Giant
Inferno Dragon Bats
Skeleton Army Bowler Bats
Skeleton Army Bowler Electro Spirit Bats
Skeleton Army Inferno Dragon
Skeleton Army Monk Bowler Electro Giant Inferno Dragon
Bats Skeleton Army Bowler
Electro Spirit Bats Skeleton Army Bowler
Electro Spirit Bats Bowler Inferno Dragon
Inferno Dragon
Skeleton Army Bowler Electro Spirit Bats Electro Giant
Inferno Dragon

Counters to secondary win conditions

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

Skeleton Army Bowler Electro Giant
Bowler Inferno Dragon Monk
Skeleton Army Bats Bowler
Skeleton Army Bowler Bats Monk
Skeleton Army Bowler Inferno Dragon
Electro Giant Electro Spirit Bats Monk
Skeleton Army Bats Bowler
Skeleton Army Inferno Dragon
Electro Spirit Bats Skeleton Army Inferno Dragon Monk
Skeleton Army Inferno Dragon
Inferno Dragon Bats Bowler
Skeleton Army Monk Bowler Electro Giant
Skeleton Army Bowler
Skeleton Army Bowler Electro Giant
Skeleton Army Electro Giant Electro Spirit Bats Bowler Inferno Dragon Monk
Bats Bowler Electro Spirit Electro Giant Inferno Dragon
Electro Spirit

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.)

Monk
Monk Bowler
Bowler
Electro Giant Electro Spirit Bats Monk
Bowler
Bowler
Monk
Bats Bowler
Monk Bowler
Monk
Bowler
Monk
Bowler
Bowler
Monk
Bats
Bowler Monk
Bowler Electro Giant Monk
Bowler Monk
Bowler Monk
Monk
Electro Giant Electro Spirit Bowler
Inferno Dragon
Bowler Monk
Bowler Monk
Bats Electro Giant
Electro Spirit Bats Electro Giant
Bowler
Electro Spirit Monk
Bowler Monk
Electro Spirit Bats Skeleton Army
Monk
Bowler
Bowler
Monk Electro Giant
Electro Giant Electro Spirit Bats Bowler
Bats
Bowler Electro Giant Monk
Inferno Dragon
Bowler Monk

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