My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!
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 Bats Archers Mega Minion Musketeer

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.

Bomber Bats Archers Mega Minion Musketeer

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.

Lightning

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Lightning

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

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
Bomber Bats Archers
Giant Snowball
Fire Spirit Bomber Bats Archers Mega Minion Musketeer
Zap
Fire Spirit Bomber Bats Archers
Barbarian Barrel
Electro Spirit Fire Spirit Bomber Archers Musketeer
The Log
Electro Spirit Fire Spirit Bomber Archers Musketeer
Earthquake
Bomber Archers
Arrows
Electro Spirit Fire Spirit Bomber Bats Archers
Royal Delivery
Electro Spirit Fire Spirit Bomber Bats Archers Mega Minion Musketeer
Fireball
Bomber Archers Mega Minion Musketeer
Poison
Bomber Bats Archers Mega Minion Musketeer
Lightning
Mega Minion Musketeer
Rocket
Musketeer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Bomber

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 Bats Mega Minion

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 Musketeer

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.

Electro Spirit Fire Spirit Bomber Bats Archers Mega Minion Musketeer Lightning

Shortest cycle

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

6 Electro Spirit Fire Spirit Bomber Bats

Attack Synergies 1 3

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
Mega Minion
Fire Spirit
Mega Minion
Bomber
Bats
Bats
Bomber Mega Minion
Archers
Mega Minion
Electro Spirit Fire Spirit Bats
Musketeer
Lightning

Defense Synergies 1 4

Electro Spirit
Mega Minion
Fire Spirit
Bomber
Bats
Bats
Bomber Musketeer
Archers
Mega Minion
Mega Minion
Electro Spirit Archers Musketeer
Musketeer
Bats Mega Minion
Lightning

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.

Lightning Bomber Mega Minion Musketeer
Bats Mega Minion Musketeer
Fire Spirit Bomber Bats Archers Mega Minion Musketeer Lightning
Bats Mega Minion Musketeer
Lightning Bomber
Electro Spirit Fire Spirit Bomber Bats Archers Mega Minion Musketeer
Bats Mega Minion Musketeer Lightning Electro Spirit Fire Spirit Archers
Lightning Electro Spirit Musketeer
Musketeer
Fire Spirit Bomber Archers Musketeer
Bats Archers Electro Spirit Bomber Mega Minion Musketeer
Mega Minion Musketeer Bats Archers
Fire Spirit Bomber Bats Musketeer Lightning
Fire Spirit Bomber Electro Spirit Bats Mega Minion
Lightning
Bomber Bats Musketeer
Fire Spirit Electro Spirit Bomber Bats Archers Mega Minion Musketeer
Electro Spirit Fire Spirit Bomber Bats Archers Mega Minion Musketeer
Musketeer
Bomber Electro Spirit Fire Spirit Bats Archers Musketeer

Counters to secondary win conditions

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

Archers
Bomber Archers Mega Minion Musketeer Lightning
Bats Musketeer Lightning
Lightning Bats Musketeer
Musketeer
Fire Spirit Electro Spirit Bats Archers Musketeer
Bats Archers Mega Minion Musketeer Lightning
Lightning Electro Spirit Bats Mega Minion
Mega Minion Musketeer
Bats Mega Minion Musketeer
Lightning
Lightning
Bomber Archers Musketeer
Electro Spirit Bomber Bats Archers Mega Minion Musketeer Lightning
Bats Electro Spirit Bomber Archers Mega Minion Musketeer
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.)

Lightning Musketeer
Musketeer
Lightning
Lightning Musketeer
Bomber Fire Spirit
Electro Spirit Fire Spirit Bats Mega Minion Musketeer
Fire Spirit Bomber Archers Musketeer
Fire Spirit Lightning
Lightning
Lightning Fire Spirit Bats Musketeer
Lightning Musketeer
Lightning Fire Spirit Archers Musketeer
Lightning Fire Spirit Musketeer
Lightning Musketeer
Lightning Musketeer
Lightning Bomber Musketeer
Lightning Musketeer
Lightning
Bomber Bats Lightning
Lightning Fire Spirit Bomber Archers Mega Minion Musketeer
Lightning Fire Spirit Bomber
Lightning Musketeer
Lightning
Musketeer Lightning
Lightning Musketeer
Electro Spirit Fire Spirit Bomber
Mega Minion
Musketeer Lightning
Lightning Musketeer
Lightning Musketeer
Lightning Fire Spirit Bats Archers Musketeer
Lightning Electro Spirit Bats Mega Minion Musketeer
Lightning Mega Minion
Lightning Bomber Musketeer
Lightning Electro Spirit
Lightning
Lightning Electro Spirit Fire Spirit Bats Archers Musketeer
Lightning Fire Spirit Archers Mega Minion Musketeer
Lightning Mega Minion Musketeer
Bomber Musketeer Lightning
Lightning
Mega Minion Musketeer
Electro Spirit Bats Musketeer Lightning
Bats Musketeer Lightning
Lightning Musketeer
Lightning

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