My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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 Inferno Tower

Defensive buildings

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

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Ice Spirit

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.

The Log

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 Battle Healer

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
Giant Snowball
Fire Spirit
Zap
Fire Spirit Inferno Tower
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Heal Spirit Inferno Tower
The Log
Electro Spirit Fire Spirit Ice Spirit Heal Spirit
Earthquake
Inferno Tower
Arrows
Electro Spirit Fire Spirit Ice Spirit Heal Spirit
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Heal Spirit Battle Healer
Fireball
Battle Healer Inferno Tower
Poison
Battle Healer Inferno Tower
Lightning
Battle Healer Inferno Tower
Rocket
Battle Healer Inferno Tower

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 Battle Healer Inferno Tower

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

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.

Mirror Electro Spirit Fire Spirit Ice Spirit Heal Spirit The Log Battle Healer Inferno Tower

Shortest cycle

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

3 Mirror Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 2 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
Fire Spirit
Battle Healer
Ice Spirit
Battle Healer
Heal Spirit
Battle Healer
Battle Healer
Heal Spirit Fire Spirit Ice Spirit Mirror
Inferno Tower
Mirror
The Log Battle Healer
The Log
Mirror

Defense Synergies 3 11

Electro Spirit
The Log
Fire Spirit
Ice Spirit Battle Healer Inferno Tower The Log
Ice Spirit
Inferno Tower Fire Spirit Battle Healer The Log
Heal Spirit
Battle Healer
Mirror Fire Spirit Ice Spirit Inferno Tower The Log
Inferno Tower
Ice Spirit The Log Fire Spirit Battle Healer Mirror
Mirror
Battle Healer Inferno Tower The Log
The Log
Inferno Tower Electro Spirit Fire Spirit Ice Spirit Battle Healer Mirror

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 Tower The Log
Inferno Tower Ice Spirit Battle Healer The Log
Inferno Tower Fire Spirit
Inferno Tower
Battle Healer The Log
The Log Electro Spirit Fire Spirit
Inferno Tower Electro Spirit Fire Spirit Ice Spirit
Electro Spirit Battle Healer Inferno Tower The Log
Inferno Tower
Fire Spirit Ice Spirit Battle Healer Inferno Tower
Electro Spirit The Log
Inferno Tower
Inferno Tower Fire Spirit Ice Spirit Battle Healer The Log
Fire Spirit Electro Spirit Ice Spirit The Log
Inferno Tower
Inferno Tower Ice Spirit The Log
Inferno Tower
Fire Spirit Ice Spirit Electro Spirit Battle Healer The Log
The Log Electro Spirit Fire Spirit Ice Spirit Battle Healer
Inferno Tower
Electro Spirit Fire Spirit Battle Healer The Log

Counters to secondary win conditions

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

Battle Healer Inferno Tower
Battle Healer The Log
Ice Spirit Battle Healer Inferno Tower The Log
Battle Healer Inferno Tower The Log
Inferno Tower Battle Healer
Fire Spirit Electro Spirit Ice Spirit
Battle Healer Inferno Tower
Inferno Tower Battle Healer
Electro Spirit Ice Spirit Inferno Tower The Log
Inferno Tower
Inferno Tower
The Log
Inferno Tower
Inferno Tower Electro Spirit Ice Spirit Battle Healer The Log
Electro Spirit Battle Healer Inferno Tower The Log
Electro Spirit Inferno Tower

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

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