My Best Clash Royale Deck

Deck Check Rating

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

3 problems 1 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

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.

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 Bomber

Offensive cards

Win conditions

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

Wall Breakers

Damage spells

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

Earthquake The Log

Punishments

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

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 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

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

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 Bomber Earthquake The Log

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

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

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.

Skeletons Electro Spirit Fire Spirit Ice Spirit Bomber Wall Breakers The Log Earthquake

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 0 7

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
Wall Breakers
Fire Spirit
Wall Breakers
Ice Spirit
Bomber Wall Breakers
Bomber
Ice Spirit
Earthquake
Wall Breakers The Log
Wall Breakers
Electro Spirit Fire Spirit Ice Spirit Earthquake The Log
The Log
Earthquake Wall Breakers

Defense Synergies 0 14

Skeletons
Electro Spirit Fire Spirit Ice Spirit Bomber Earthquake The Log
Electro Spirit
Skeletons The Log
Fire Spirit
Skeletons Ice Spirit The Log
Ice Spirit
Skeletons Fire Spirit Bomber Earthquake The Log
Bomber
Skeletons Ice Spirit The Log
Earthquake
Skeletons Ice Spirit The Log
Wall Breakers
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Bomber Earthquake

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 Bomber The Log
Skeletons Ice Spirit The Log
Skeletons Fire Spirit Bomber
Skeletons
Bomber Earthquake The Log
The Log Skeletons Electro Spirit Fire Spirit Bomber Earthquake
Electro Spirit Fire Spirit Ice Spirit
Earthquake Electro Spirit The Log
Skeletons
Skeletons Fire Spirit Ice Spirit Bomber
Skeletons Electro Spirit Bomber Earthquake The Log
Skeletons Fire Spirit Ice Spirit Bomber Earthquake The Log
Fire Spirit Bomber Electro Spirit Ice Spirit Earthquake The Log
Ice Spirit The Log
Skeletons Bomber
Fire Spirit Ice Spirit Electro Spirit Bomber The Log
Earthquake The Log Electro Spirit Fire Spirit Ice Spirit Bomber
Bomber Electro Spirit Fire Spirit Earthquake The Log

Counters to secondary win conditions

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

Skeletons
Bomber The Log
Skeletons Ice Spirit The Log
The Log
Skeletons
Fire Spirit Skeletons Electro Spirit Ice Spirit
Skeletons
Skeletons Electro Spirit Ice Spirit The Log
Skeletons
The Log
Skeletons
Bomber
Skeletons Electro Spirit Ice Spirit Bomber The Log
Electro Spirit Bomber Earthquake The Log
Electro Spirit Bomber

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 The Log
The Log
Earthquake The Log
Earthquake The Log
Bomber Fire Spirit Earthquake The Log
Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Bomber Earthquake The Log
Earthquake The Log Fire Spirit Ice Spirit
The Log
Fire Spirit
Earthquake The Log
Fire Spirit
Earthquake Fire Spirit The Log
Earthquake
Earthquake The Log
Earthquake Bomber The Log
Earthquake The Log
Earthquake
Bomber
Fire Spirit Bomber Earthquake The Log
Fire Spirit Bomber Earthquake The Log
Earthquake The Log
The Log
Earthquake The Log
Earthquake The Log Electro Spirit Fire Spirit Ice Spirit Bomber
The Log Earthquake
The Log
The Log
Fire Spirit
Electro Spirit Ice Spirit
Bomber Earthquake The Log
Electro Spirit Ice Spirit
Earthquake The Log
Earthquake Electro Spirit Fire Spirit Ice Spirit
Fire Spirit
The Log
The Log Bomber Earthquake
Electro Spirit Ice Spirit The Log
The Log

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