My Best Clash Royale Deck

Deck Check Rating

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

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 direct tower 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 spells that can finish it off. 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 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 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!
Info More than one defensive tower. Are you trying to troll?

If it's you Phonecats, then sorry. But otherwise, one defensive tower should be enough. Try removing 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 Skeleton Dragons Inferno Tower Wizard Magic Archer

Defensive buildings

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

Bomb Tower 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.

Skeleton Dragons Royal Giant Wizard Magic Archer

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant

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 Royal Giant Magic Archer

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 Magic Archer

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
Royal Giant
Giant Snowball
Fire Spirit Skeleton Dragons
Zap
Fire Spirit Royal Giant Inferno Tower
Barbarian Barrel
Electro Spirit Fire Spirit Bomb Tower Inferno Tower Wizard Magic Archer
The Log
Electro Spirit Fire Spirit Royal Giant
Earthquake
Bomb Tower Inferno Tower
Arrows
Electro Spirit Fire Spirit Skeleton Dragons
Royal Delivery
Electro Spirit Fire Spirit Skeleton Dragons Wizard Magic Archer
Fireball
Skeleton Dragons Bomb Tower Inferno Tower Wizard Magic Archer
Poison
Skeleton Dragons Bomb Tower Inferno Tower Wizard Magic Archer
Lightning
Skeleton Dragons Bomb Tower Inferno Tower Wizard Magic Archer
Rocket
Bomb Tower Inferno Tower Wizard Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Skeleton Dragons Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Skeleton Dragons Bomb Tower Wizard Magic Archer

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 Inferno Tower

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.

Royal Giant

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 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.

Good

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 Skeleton Dragons Bomb Tower Magic Archer Inferno Tower Wizard Royal Giant

Shortest cycle

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

10 Electro Spirit Fire Spirit Skeleton Dragons Bomb Tower

Attack Synergies 1 4

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
Royal Giant
Fire Spirit
Royal Giant
Skeleton Dragons
Royal Giant
Royal Giant
Fire Spirit Electro Spirit Skeleton Dragons Wizard Magic Archer
Bomb Tower
Inferno Tower
Wizard
Royal Giant
Magic Archer
Royal Giant

Defense Synergies 0 4

Electro Spirit
Fire Spirit
Inferno Tower
Skeleton Dragons
Bomb Tower Inferno Tower
Royal Giant
Bomb Tower
Skeleton Dragons Magic Archer
Inferno Tower
Fire Spirit Skeleton Dragons
Wizard
Magic Archer
Bomb Tower

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.

Skeleton Dragons Inferno Tower Wizard Magic Archer
Bomb Tower Inferno Tower Skeleton Dragons
Bomb Tower Inferno Tower Fire Spirit Skeleton Dragons
Bomb Tower Inferno Tower Skeleton Dragons
Bomb Tower
Electro Spirit Fire Spirit Skeleton Dragons Bomb Tower Magic Archer
Skeleton Dragons Inferno Tower Electro Spirit Fire Spirit Bomb Tower Wizard Magic Archer
Electro Spirit Skeleton Dragons Bomb Tower Inferno Tower Magic Archer
Inferno Tower Bomb Tower
Fire Spirit Inferno Tower
Skeleton Dragons Electro Spirit Bomb Tower Wizard Magic Archer
Skeleton Dragons Inferno Tower Wizard Magic Archer
Bomb Tower Inferno Tower Fire Spirit Skeleton Dragons Wizard
Fire Spirit Bomb Tower Wizard Electro Spirit Skeleton Dragons Magic Archer
Inferno Tower Bomb Tower
Bomb Tower Inferno Tower
Bomb Tower Wizard Skeleton Dragons Inferno Tower
Fire Spirit Bomb Tower Electro Spirit Skeleton Dragons Wizard Magic Archer
Bomb Tower Wizard Electro Spirit Fire Spirit Skeleton Dragons Magic Archer
Bomb Tower Inferno Tower
Skeleton Dragons Wizard Electro Spirit Fire Spirit Bomb Tower
Inferno Tower Bomb Tower

Counters to secondary win conditions

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

Inferno Tower
Skeleton Dragons Bomb Tower Wizard Magic Archer
Bomb Tower Inferno Tower
Inferno Tower
Inferno Tower
Fire Spirit Skeleton Dragons Wizard Electro Spirit Bomb Tower Magic Archer
Bomb Tower Inferno Tower
Inferno Tower Bomb Tower
Electro Spirit Skeleton Dragons Bomb Tower Inferno Tower Magic Archer
Inferno Tower Skeleton Dragons
Bomb Tower Inferno Tower
Bomb Tower Inferno Tower Wizard
Wizard Skeleton Dragons Bomb Tower Magic Archer
Inferno Tower Electro Spirit Skeleton Dragons Bomb Tower Magic Archer
Electro Spirit Skeleton Dragons Bomb Tower Inferno Tower Wizard Magic Archer
Electro Spirit Bomb Tower 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.)

Magic Archer Skeleton Dragons
Skeleton Dragons Magic Archer
Skeleton Dragons Magic Archer
Skeleton Dragons
Wizard Fire Spirit Skeleton Dragons Magic Archer
Skeleton Dragons Wizard Electro Spirit Fire Spirit Magic Archer
Fire Spirit Skeleton Dragons Wizard Magic Archer
Fire Spirit Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Wizard
Fire Spirit
Skeleton Dragons Wizard Magic Archer
Fire Spirit Skeleton Dragons Wizard Magic Archer
Fire Spirit Skeleton Dragons Magic Archer
Skeleton Dragons Magic Archer
Skeleton Dragons Magic Archer
Skeleton Dragons Wizard Magic Archer
Magic Archer Skeleton Dragons Wizard
Skeleton Dragons
Fire Spirit Skeleton Dragons Wizard Magic Archer
Fire Spirit Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Magic Archer
Skeleton Dragons Wizard
Skeleton Dragons
Electro Spirit Fire Spirit Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Magic Archer
Fire Spirit Skeleton Dragons Wizard Magic Archer
Electro Spirit Skeleton Dragons Wizard
Skeleton Dragons Wizard Magic Archer
Electro Spirit Skeleton Dragons Magic Archer
Wizard Magic Archer
Electro Spirit Fire Spirit Magic Archer
Fire Spirit Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Wizard Magic Archer
Skeleton Dragons Wizard Magic Archer
Skeleton Dragons
Electro Spirit Skeleton Dragons Magic Archer
Skeleton Dragons Magic Archer
Magic Archer
Skeleton Dragons Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: