My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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 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!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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 Bats

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.

Skeletons Ice Spirit Bats

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.

Arrows

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
Skeletons Bats
Giant Snowball
Skeletons Fire Spirit Bats
Zap
Skeletons Fire Spirit Bats
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Ice Spirit Heal Spirit
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Heal Spirit
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Fire Spirit Ice Spirit Bats Heal Spirit
Royal Delivery
Skeletons Electro Spirit Fire Spirit Ice Spirit Bats Heal Spirit
Fireball
Poison
Bats
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Arrows

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 Bats Arrows 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.

Mirror Skeletons Electro Spirit Fire Spirit Ice Spirit Heal Spirit Bats Arrows

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Fire Spirit

Attack Synergies 1 1

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.

Skeletons
Electro Spirit
Fire Spirit
Ice Spirit
Bats
Bats
Ice Spirit
Arrows
Mirror
Heal Spirit
Mirror
Arrows

Defense Synergies 1 6

Skeletons
Electro Spirit Fire Spirit Ice Spirit Bats
Electro Spirit
Skeletons
Fire Spirit
Skeletons Ice Spirit
Ice Spirit
Skeletons Fire Spirit Bats
Bats
Skeletons Ice Spirit
Arrows
Mirror
Heal Spirit
Mirror
Arrows

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.

Skeletons Ice Spirit Bats
Skeletons Fire Spirit Bats
Skeletons Bats
Arrows
Arrows Skeletons Electro Spirit Fire Spirit Bats
Bats Electro Spirit Fire Spirit Ice Spirit Arrows
Electro Spirit Arrows
Skeletons
Skeletons Fire Spirit Ice Spirit
Bats Skeletons Electro Spirit Arrows
Arrows Bats
Skeletons Fire Spirit Ice Spirit Bats
Fire Spirit Electro Spirit Ice Spirit Bats Arrows
Ice Spirit
Skeletons Bats Arrows
Fire Spirit Ice Spirit Arrows Electro Spirit Bats
Arrows Electro Spirit Fire Spirit Ice Spirit Bats
Electro Spirit Fire Spirit Bats Arrows

Counters to secondary win conditions

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

Skeletons
Arrows
Skeletons Ice Spirit Bats
Bats
Skeletons
Fire Spirit Arrows Skeletons Electro Spirit Ice Spirit Bats
Skeletons Bats
Skeletons Electro Spirit Ice Spirit Bats
Skeletons
Bats
Arrows
Skeletons
Skeletons Electro Spirit Ice Spirit Bats
Bats Arrows Electro Spirit
Electro Spirit Arrows

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.)

Arrows
Arrows
Arrows
Arrows
Fire Spirit Arrows
Arrows Electro Spirit Fire Spirit Ice Spirit Bats
Fire Spirit Arrows
Arrows Fire Spirit Ice Spirit
Arrows
Fire Spirit Bats
Arrows
Fire Spirit Arrows
Fire Spirit
Arrows
Arrows
Arrows
Arrows
Arrows
Bats
Fire Spirit Arrows
Fire Spirit Arrows
Arrows
Arrows
Arrows Electro Spirit Fire Spirit Ice Spirit
Arrows
Arrows
Arrows
Fire Spirit Bats Arrows
Electro Spirit Ice Spirit Bats
Arrows
Electro Spirit Ice Spirit Arrows
Arrows
Electro Spirit Fire Spirit Ice Spirit Bats
Fire Spirit Arrows
Arrows
Arrows
Arrows
Electro Spirit Ice Spirit Bats
Bats

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