My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Wizard

Defensive buildings

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

Tombstone

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 Tombstone Goblin Demolisher Wizard Giant Skeleton

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.

Fireball

Pump responses

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

Fireball

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 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
Goblin Demolisher Giant Skeleton
Giant Snowball
Fire Spirit Tombstone
Zap
Fire Spirit Tombstone
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Tombstone Wizard Giant Skeleton
The Log
Electro Spirit Fire Spirit Ice Spirit Tombstone Goblin Demolisher Giant Skeleton
Earthquake
Tombstone
Arrows
Electro Spirit Fire Spirit Ice Spirit Tombstone
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Goblin Demolisher Wizard Giant Skeleton
Fireball
Tombstone Wizard
Poison
Tombstone Wizard
Lightning
Tombstone Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Fireball Goblin Demolisher Wizard

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 Tombstone Goblin Demolisher Giant Skeleton

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.

Fireball

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 Fireball Wizard

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.

Great!

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 Ice Spirit Tombstone Fireball Goblin Demolisher Wizard Giant Skeleton

Shortest cycle

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

6 Electro Spirit Fire Spirit Ice Spirit Tombstone

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
Fireball Giant Skeleton
Fire Spirit
Giant Skeleton
Ice Spirit
Giant Skeleton
Tombstone
Fireball
Electro Spirit
Goblin Demolisher
Wizard
Giant Skeleton
Giant Skeleton
Electro Spirit Fire Spirit Ice Spirit Wizard

Defense Synergies 0 9

Electro Spirit
Fire Spirit
Ice Spirit Giant Skeleton
Ice Spirit
Fire Spirit Tombstone Fireball Wizard Giant Skeleton
Tombstone
Ice Spirit Fireball Wizard
Fireball
Ice Spirit Tombstone
Goblin Demolisher
Wizard
Ice Spirit Tombstone Giant Skeleton
Giant Skeleton
Fire Spirit Ice Spirit Wizard

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.

Tombstone Fireball Wizard
Ice Spirit Tombstone
Fire Spirit Tombstone Giant Skeleton
Tombstone
Tombstone Fireball Giant Skeleton
Fireball Electro Spirit Fire Spirit
Electro Spirit Fire Spirit Ice Spirit Tombstone Fireball Wizard
Electro Spirit Fireball Giant Skeleton
Tombstone
Fire Spirit Ice Spirit Giant Skeleton
Electro Spirit Tombstone Fireball Wizard Giant Skeleton
Fireball Wizard
Tombstone Fire Spirit Ice Spirit Fireball Wizard Giant Skeleton
Fire Spirit Fireball Wizard Electro Spirit Ice Spirit Tombstone
Tombstone
Ice Spirit Fireball
Wizard Tombstone Fireball
Fire Spirit Ice Spirit Tombstone Fireball Electro Spirit Wizard
Wizard Electro Spirit Fire Spirit Ice Spirit Tombstone Fireball Giant Skeleton
Wizard Electro Spirit Fire Spirit Fireball Giant Skeleton

Counters to secondary win conditions

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

Tombstone Fireball Giant Skeleton
Fireball Wizard
Tombstone Giant Skeleton Ice Spirit
Giant Skeleton Fireball
Giant Skeleton Tombstone
Fire Spirit Fireball Wizard Electro Spirit Ice Spirit
Tombstone Fireball Giant Skeleton
Giant Skeleton
Giant Skeleton Electro Spirit Ice Spirit Tombstone Fireball
Tombstone
Tombstone Giant Skeleton
Fireball Giant Skeleton
Giant Skeleton Tombstone Fireball Wizard
Wizard Fireball
Tombstone Electro Spirit Ice Spirit Fireball Giant Skeleton
Electro Spirit Fireball Wizard Giant Skeleton
Tombstone Fireball

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.)

Fireball Giant Skeleton
Fireball
Fireball Giant Skeleton
Fireball Giant Skeleton
Fireball Wizard Fire Spirit
Fireball Wizard Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Wizard
Fireball Fire Spirit Ice Spirit Wizard
Fireball Wizard
Fire Spirit Fireball
Fireball Wizard
Fireball Fire Spirit Wizard
Fire Spirit Fireball
Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard
Fire Spirit Fireball Wizard
Fireball Giant Skeleton
Fireball Wizard
Fireball
Electro Spirit Fire Spirit Ice Spirit Fireball Wizard
Fireball Wizard
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard
Electro Spirit Ice Spirit Fireball Wizard
Fireball
Fireball Wizard
Electro Spirit Ice Spirit Fireball
Giant Skeleton
Fireball Wizard
Electro Spirit Fire Spirit Ice Spirit Tombstone Fireball
Fireball Fire Spirit Wizard
Fireball
Fireball Wizard
Fireball Wizard
Fireball Giant Skeleton
Electro Spirit Ice Spirit Fireball Giant Skeleton
Fireball
Fireball Giant Skeleton

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