My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!
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 Furnace

Defensive buildings

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

Furnace

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 Furnace

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.

Zap Goblin Curse

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

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
Goblin Curse Guards
Giant Snowball
Fire Spirit Furnace Goblin Curse Guards
Zap
Fire Spirit Furnace Goblin Curse Guards
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Heal Spirit Furnace Goblin Curse Guards
The Log
Electro Spirit Fire Spirit Ice Spirit Heal Spirit Furnace Goblin Curse Guards
Earthquake
Furnace Guards
Arrows
Electro Spirit Fire Spirit Ice Spirit Heal Spirit Furnace Goblin Curse Guards
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Heal Spirit Guards
Fireball
Furnace
Poison
Furnace Goblin Curse Guards
Lightning
Furnace
Rocket
Furnace

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Zap Furnace

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Zap Furnace

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 Goblin Curse Guards

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 Furnace

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 Heal Spirit Zap Goblin Curse Guards Furnace

Shortest cycle

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

4 Electro Spirit Fire Spirit Ice Spirit Heal Spirit

Attack Synergies 2 12

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
Zap Goblin Curse
Fire Spirit
Zap Furnace Goblin Curse
Ice Spirit
Zap Furnace Goblin Curse Guards
Zap
Ice Spirit Goblin Curse Electro Spirit Fire Spirit Heal Spirit Furnace Guards
Heal Spirit
Zap Guards
Furnace
Fire Spirit Ice Spirit Zap
Goblin Curse
Zap Electro Spirit Fire Spirit Ice Spirit
Guards
Ice Spirit Zap Heal Spirit

Defense Synergies 1 8

Electro Spirit
Zap
Fire Spirit
Ice Spirit Zap
Ice Spirit
Zap Fire Spirit Furnace Guards
Zap
Ice Spirit Electro Spirit Fire Spirit Furnace Guards
Heal Spirit
Furnace
Ice Spirit Zap Guards
Goblin Curse
Guards
Ice Spirit Zap Furnace

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.

Zap
Ice Spirit Zap Furnace Goblin Curse
Furnace Fire Spirit Goblin Curse
Furnace Goblin Curse Guards
Electro Spirit Fire Spirit Zap Furnace Guards
Furnace Electro Spirit Fire Spirit Ice Spirit Zap Goblin Curse
Electro Spirit Zap
Furnace Goblin Curse
Guards Fire Spirit Ice Spirit
Goblin Curse Guards Electro Spirit Zap Furnace
Zap Furnace Goblin Curse
Furnace Fire Spirit Ice Spirit Zap Goblin Curse Guards
Fire Spirit Electro Spirit Ice Spirit Zap Furnace Goblin Curse Guards
Furnace Goblin Curse
Ice Spirit Zap Furnace Goblin Curse
Furnace
Fire Spirit Ice Spirit Electro Spirit Zap Furnace Guards
Zap Furnace Electro Spirit Fire Spirit Ice Spirit Goblin Curse Guards
Goblin Curse
Electro Spirit Fire Spirit Furnace Goblin Curse Guards

Counters to secondary win conditions

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

Guards Zap Furnace
Zap
Guards Ice Spirit Zap Furnace
Guards Zap
Goblin Curse Guards
Fire Spirit Furnace Electro Spirit Ice Spirit Zap Goblin Curse
Guards Furnace
Goblin Curse
Zap Electro Spirit Ice Spirit
Goblin Curse Guards
Guards
Zap Guards
Goblin Curse Guards
Furnace Goblin Curse
Guards Electro Spirit Ice Spirit Zap Furnace
Electro Spirit Zap Goblin Curse
Furnace

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.)

Guards
Zap Goblin Curse
Guards
Fire Spirit Zap Furnace Goblin Curse
Electro Spirit Fire Spirit Ice Spirit Zap Furnace Goblin Curse
Fire Spirit Furnace
Fire Spirit Ice Spirit Zap Goblin Curse
Zap
Fire Spirit Guards
Zap
Fire Spirit Zap Goblin Curse
Fire Spirit
Zap Furnace
Zap Furnace
Furnace
Fire Spirit Zap
Fire Spirit Zap Goblin Curse
Zap
Zap Goblin Curse Electro Spirit Fire Spirit Ice Spirit Furnace
Zap
Zap
Zap Goblin Curse
Fire Spirit Zap Furnace Goblin Curse
Zap Electro Spirit Ice Spirit Guards
Zap
Zap Electro Spirit Ice Spirit
Goblin Curse
Zap Electro Spirit Fire Spirit Ice Spirit Guards
Fire Spirit Zap Goblin Curse
Zap
Zap
Zap Electro Spirit Ice Spirit Guards
Zap
Zap

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