My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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

Defensive buildings

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

Cannon

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.

Royal Hogs Wall Breakers

Damage spells

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

Earthquake

Punishments

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

Royal Hogs Wall Breakers

Pump responses

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

Earthquake

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 Royal Hogs Wall Breakers

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 Royal Hogs

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 Hogs Wall Breakers
Giant Snowball
Fire Spirit Cannon Royal Hogs Wall Breakers
Zap
Fire Spirit Cannon Royal Hogs Wall Breakers
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Cannon Heal Spirit Royal Hogs Wall Breakers
The Log
Electro Spirit Fire Spirit Ice Spirit Cannon Heal Spirit Royal Hogs Wall Breakers
Earthquake
Cannon Royal Hogs
Arrows
Electro Spirit Fire Spirit Ice Spirit Heal Spirit Royal Hogs Wall Breakers
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Heal Spirit Royal Hogs Wall Breakers
Fireball
Cannon Royal Hogs Wall Breakers
Poison
Cannon Royal Hogs
Lightning
Cannon
Rocket
Royal Hogs

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 Earthquake

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

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.

Godly!

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 Wall Breakers Cannon Earthquake Royal Hogs

Shortest cycle

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

4 Electro Spirit Fire Spirit Ice Spirit Heal Spirit

Attack Synergies 3 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
Wall Breakers
Fire Spirit
Royal Hogs Wall Breakers
Ice Spirit
Royal Hogs Wall Breakers
Cannon
Heal Spirit
Royal Hogs
Earthquake
Royal Hogs Wall Breakers
Royal Hogs
Ice Spirit Heal Spirit Earthquake Fire Spirit
Wall Breakers
Electro Spirit Fire Spirit Ice Spirit Earthquake

Defense Synergies 0 4

Electro Spirit
Fire Spirit
Ice Spirit
Ice Spirit
Fire Spirit Cannon Earthquake
Cannon
Ice Spirit Earthquake
Heal Spirit
Earthquake
Ice Spirit Cannon
Royal Hogs
Wall Breakers

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.

Earthquake Cannon
Ice Spirit Cannon
Cannon Fire Spirit
Cannon
Earthquake
Electro Spirit Fire Spirit Cannon Earthquake
Electro Spirit Fire Spirit Ice Spirit Cannon
Earthquake Electro Spirit Cannon
Cannon
Fire Spirit Ice Spirit Cannon
Electro Spirit Cannon Earthquake
Cannon Fire Spirit Ice Spirit Earthquake
Fire Spirit Electro Spirit Ice Spirit Cannon Earthquake
Cannon
Ice Spirit Cannon
Cannon
Fire Spirit Ice Spirit Cannon Electro Spirit
Earthquake Electro Spirit Fire Spirit Ice Spirit Cannon
Cannon
Electro Spirit Fire Spirit Cannon Earthquake
Cannon

Counters to secondary win conditions

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

Ice Spirit
Cannon
Fire Spirit Electro Spirit Ice Spirit
Electro Spirit Ice Spirit
Cannon
Cannon
Cannon
Electro Spirit Ice Spirit
Electro Spirit Cannon Earthquake
Electro Spirit Cannon

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.)

Earthquake
Earthquake
Earthquake
Fire Spirit Earthquake
Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Earthquake
Earthquake Fire Spirit Ice Spirit
Fire Spirit
Earthquake
Fire Spirit
Earthquake Fire Spirit
Earthquake
Earthquake
Earthquake
Earthquake
Earthquake
Fire Spirit Earthquake
Fire Spirit Earthquake
Earthquake
Earthquake
Earthquake Electro Spirit Fire Spirit Ice Spirit
Earthquake
Fire Spirit
Electro Spirit Ice Spirit
Earthquake
Electro Spirit Ice Spirit
Earthquake
Earthquake Electro Spirit Fire Spirit Ice Spirit
Fire Spirit
Earthquake
Electro Spirit Ice Spirit

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