My Best Clash Royale Deck

Deck Check Rating

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

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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Mother Witch

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.

Ice Spirit Bats Giant Skeleton Mother Witch

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.

Goblin Curse Tornado

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 Ice Spirit Goblins 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
Bats Goblin Curse Giant Skeleton
Giant Snowball
Goblins Bats Goblin Curse
Zap
Goblins Bats Goblin Curse
Barbarian Barrel
Electro Spirit Ice Spirit Goblins Goblin Curse Giant Skeleton
The Log
Electro Spirit Ice Spirit Goblins Goblin Curse Giant Skeleton
Earthquake
Arrows
Electro Spirit Ice Spirit Goblins Bats Goblin Curse
Royal Delivery
Electro Spirit Ice Spirit Goblins Bats Giant Skeleton Mother Witch
Fireball
Mother Witch
Poison
Bats Goblin Curse Mother Witch
Lightning
Mother Witch
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Tornado

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 Ice Spirit Bats Goblin Curse Tornado Giant Skeleton Mother Witch

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.

Ice Spirit Goblins

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Ice Spirit Goblins Bats Goblin Curse Tornado Mother Witch Giant Skeleton

Shortest cycle

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

6 Electro Spirit Ice Spirit Goblins Bats

Attack Synergies 1 9

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
Goblin Curse Giant Skeleton Mother Witch
Ice Spirit
Goblins Bats Goblin Curse Giant Skeleton
Goblins
Ice Spirit
Bats
Giant Skeleton Ice Spirit
Goblin Curse
Electro Spirit Ice Spirit
Tornado
Giant Skeleton
Giant Skeleton
Bats Electro Spirit Ice Spirit Tornado Mother Witch
Mother Witch
Electro Spirit Giant Skeleton

Defense Synergies 0 9

Electro Spirit
Ice Spirit
Goblins Bats Tornado Giant Skeleton
Goblins
Ice Spirit Giant Skeleton
Bats
Ice Spirit Giant Skeleton
Goblin Curse
Tornado
Ice Spirit Giant Skeleton Mother Witch
Giant Skeleton
Ice Spirit Goblins Bats Tornado Mother Witch
Mother Witch
Tornado Giant Skeleton

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.

Ice Spirit Goblins Bats Goblin Curse
Tornado Goblins Bats Goblin Curse Giant Skeleton
Goblins Bats Goblin Curse
Tornado Giant Skeleton
Tornado Electro Spirit Goblins Bats Mother Witch
Bats Tornado Electro Spirit Ice Spirit Goblin Curse
Electro Spirit Giant Skeleton
Goblins Goblin Curse Tornado
Tornado Ice Spirit Goblins Giant Skeleton
Goblins Bats Goblin Curse Mother Witch Electro Spirit Tornado Giant Skeleton
Bats Goblin Curse Tornado
Ice Spirit Bats Goblin Curse Giant Skeleton
Electro Spirit Ice Spirit Goblins Bats Goblin Curse Tornado
Goblin Curse
Tornado Ice Spirit Goblin Curse
Goblins Bats Tornado
Ice Spirit Electro Spirit Goblins Bats Tornado
Tornado Electro Spirit Ice Spirit Bats Goblin Curse Giant Skeleton Mother Witch
Goblin Curse Tornado
Electro Spirit Goblins Bats Goblin Curse Giant Skeleton Mother Witch

Counters to secondary win conditions

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

Goblins Giant Skeleton
Giant Skeleton Ice Spirit Goblins Bats
Giant Skeleton Bats Tornado
Giant Skeleton Goblin Curse
Mother Witch Electro Spirit Ice Spirit Bats Goblin Curse Tornado
Goblins Bats Giant Skeleton
Giant Skeleton Goblin Curse
Giant Skeleton Electro Spirit Ice Spirit Goblins Bats Tornado
Goblin Curse
Bats Giant Skeleton
Tornado Giant Skeleton
Giant Skeleton Goblin Curse
Goblin Curse
Electro Spirit Ice Spirit Goblins Bats Tornado Giant Skeleton
Bats Electro Spirit Goblin Curse Giant Skeleton Mother Witch
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.)

Giant Skeleton
Goblin Curse Tornado
Giant Skeleton
Giant Skeleton
Goblin Curse
Mother Witch Electro Spirit Ice Spirit Bats Goblin Curse Tornado
Tornado
Ice Spirit Goblin Curse Tornado
Tornado
Goblins Bats Tornado
Tornado
Goblin Curse Tornado
Tornado
Bats
Goblin Curse Tornado Mother Witch
Giant Skeleton
Tornado
Tornado
Goblin Curse Tornado Mother Witch Electro Spirit Ice Spirit
Tornado
Tornado
Goblin Curse Tornado
Bats Goblin Curse Tornado Mother Witch
Electro Spirit Ice Spirit Bats
Electro Spirit Ice Spirit
Giant Skeleton
Goblin Curse
Electro Spirit Ice Spirit Bats
Goblin Curse Tornado
Tornado Giant Skeleton
Electro Spirit Ice Spirit Bats Tornado Giant Skeleton
Bats Tornado
Tornado Giant Skeleton

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