My Best Clash Royale Deck

Deck Check Rating

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

4 problems 4 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!
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!
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 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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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.

Missing

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

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.

Earthquake Rocket Void Poison Lightning

Pump responses

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

Earthquake Rocket Void Poison Lightning

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Rocket Poison

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Earthquake Rocket Poison

Ladder info

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 Rocket Poison

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.

Mirror Skeletons Electro Spirit Earthquake Void Poison Rocket Lightning

Shortest cycle

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

5 Mirror Skeletons Electro Spirit Earthquake

Attack Synergies 0 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.

Skeletons
Electro Spirit
Earthquake
Mirror
Rocket
Mirror
Mirror
Earthquake Rocket Poison Lightning
Void
Poison
Poison
Mirror Void
Lightning
Mirror

Defense Synergies 0 5

Skeletons
Electro Spirit Earthquake Poison
Electro Spirit
Skeletons
Earthquake
Skeletons
Rocket
Mirror
Poison
Void
Poison
Poison
Skeletons Mirror Void
Lightning

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 Rocket Lightning Void
Skeletons
Rocket Skeletons Void Lightning
Skeletons
Lightning Earthquake Rocket Poison
Skeletons Electro Spirit Earthquake
Rocket Lightning Electro Spirit Void Poison
Earthquake Rocket Lightning Electro Spirit Void Poison
Skeletons
Skeletons
Poison Skeletons Electro Spirit Earthquake
Poison
Skeletons Earthquake Rocket Lightning
Rocket Electro Spirit Earthquake Poison
Rocket Lightning
Skeletons Poison
Electro Spirit
Earthquake Poison Electro Spirit
Electro Spirit Earthquake Poison

Counters to secondary win conditions

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

Skeletons Void
Void Poison Rocket Lightning
Skeletons Rocket Lightning
Rocket Lightning
Skeletons
Rocket Poison Skeletons Electro Spirit
Rocket Skeletons Void Lightning
Rocket Void Lightning Skeletons Electro Spirit Poison
Skeletons
Rocket Lightning Void Poison
Rocket Lightning Skeletons
Skeletons Electro Spirit Rocket Poison Lightning
Poison Electro Spirit Earthquake
Electro Spirit Void

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 Void Poison Lightning Rocket
Void Poison
Earthquake Rocket Lightning Void Poison
Earthquake Lightning Rocket Void Poison
Rocket Poison Earthquake
Poison Electro Spirit Rocket
Earthquake Poison
Earthquake Poison Lightning
Void Poison Lightning
Rocket Lightning Void Poison
Rocket Void Poison Lightning Earthquake
Void Poison Lightning Rocket
Earthquake Rocket Poison Lightning Void
Earthquake Lightning Rocket Void Poison
Earthquake Lightning Poison
Earthquake Rocket Lightning Poison
Earthquake Lightning Rocket Poison
Lightning Earthquake Rocket Poison
Rocket Lightning
Rocket Void Lightning Earthquake Poison
Rocket Lightning Earthquake Void Poison
Rocket Lightning Earthquake Void Poison
Rocket Lightning Void Poison
Rocket Void Lightning
Earthquake Rocket Lightning Void Poison
Earthquake Poison Electro Spirit
Void Poison Earthquake Lightning
Void Lightning Poison
Rocket Void Poison Lightning
Poison Lightning Void
Rocket Lightning Electro Spirit Void Poison
Lightning Void
Void Poison Lightning Earthquake Rocket
Rocket Void Lightning Electro Spirit Poison
Rocket Earthquake Poison Lightning
Earthquake Lightning Electro Spirit Rocket Void
Rocket Poison Lightning
Void Poison Lightning Rocket
Earthquake Poison Lightning
Rocket Void Lightning Poison
Electro Spirit Rocket Poison Lightning
Rocket Void Poison Lightning
Void Poison Lightning Rocket
Lightning Rocket Void
Void

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