My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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 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!

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.

Bomb Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Bomber Royal Ghost

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.

Rage

Punishments

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

Royal Ghost

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 Ghost

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 Ghost

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 Skeleton Army
Giant Snowball
Skeletons Fire Spirit Bomber Skeleton Army
Zap
Skeletons Fire Spirit Bomber Skeleton Army
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Bomber Bomb Tower Skeleton Army Royal Ghost
The Log
Skeletons Electro Spirit Fire Spirit Bomber Skeleton Army
Earthquake
Skeletons Bomber Bomb Tower Skeleton Army
Arrows
Skeletons Electro Spirit Fire Spirit Bomber Skeleton Army
Royal Delivery
Skeletons Electro Spirit Fire Spirit Bomber Skeleton Army Royal Ghost
Fireball
Bomber Bomb Tower Skeleton Army
Poison
Bomber Bomb Tower Skeleton Army
Lightning
Bomb Tower
Rocket
Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Bomber Bomb Tower Royal Ghost

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 Rage Skeleton Army Royal Ghost

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.

Skeleton Army

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

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.

Skeletons Electro Spirit Fire Spirit Bomber Rage Skeleton Army Royal Ghost Bomb Tower

Shortest cycle

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

5 Skeletons Electro Spirit Fire Spirit Bomber

Attack Synergies 0 0

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
Bomber
Bomb Tower
Rage
Skeleton Army
Royal Ghost

Defense Synergies 0 7

Skeletons
Electro Spirit Fire Spirit Bomber Bomb Tower Royal Ghost
Electro Spirit
Skeletons
Fire Spirit
Skeletons
Bomber
Skeletons Royal Ghost
Bomb Tower
Skeletons Skeleton Army
Rage
Skeleton Army
Bomb Tower
Royal Ghost
Skeletons Bomber

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.

Bomber
Bomb Tower Skeleton Army Skeletons
Bomb Tower Skeleton Army Skeletons Fire Spirit Bomber
Bomb Tower Skeleton Army Skeletons
Bomber Bomb Tower Skeleton Army
Skeleton Army Skeletons Electro Spirit Fire Spirit Bomber Bomb Tower Royal Ghost
Electro Spirit Fire Spirit Bomb Tower
Electro Spirit Bomb Tower
Skeletons Bomb Tower Skeleton Army
Skeleton Army Skeletons Fire Spirit Bomber Royal Ghost
Skeleton Army Skeletons Electro Spirit Bomber Bomb Tower Royal Ghost
Bomb Tower Skeleton Army Skeletons Fire Spirit Bomber
Fire Spirit Bomber Bomb Tower Skeleton Army Electro Spirit Royal Ghost
Skeleton Army Bomb Tower
Bomb Tower Skeleton Army
Bomb Tower Skeletons Bomber Skeleton Army
Fire Spirit Bomb Tower Electro Spirit Bomber Skeleton Army Royal Ghost
Bomb Tower Electro Spirit Fire Spirit Bomber Royal Ghost
Bomb Tower
Bomber Skeleton Army Royal Ghost Electro Spirit Fire Spirit Bomb Tower
Bomb Tower Skeleton Army

Counters to secondary win conditions

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

Skeleton Army Skeletons Royal Ghost
Bomber Bomb Tower Royal Ghost
Skeleton Army Skeletons Bomb Tower
Skeleton Army
Skeletons Skeleton Army
Fire Spirit Skeletons Electro Spirit Bomb Tower
Skeleton Army Skeletons Bomb Tower
Bomb Tower Skeleton Army
Skeletons Electro Spirit Bomb Tower Skeleton Army
Skeletons Skeleton Army
Bomb Tower
Skeleton Army
Skeleton Army Skeletons Bomb Tower
Bomber Bomb Tower Skeleton Army
Skeleton Army Skeletons Electro Spirit Bomber Bomb Tower
Electro Spirit Bomber Bomb Tower Royal Ghost
Electro Spirit Bomber Bomb 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.)

Royal Ghost
Royal Ghost
Bomber Fire Spirit
Electro Spirit Fire Spirit
Fire Spirit Bomber
Fire Spirit
Fire Spirit
Fire Spirit
Fire Spirit
Bomber
Bomber
Fire Spirit Bomber
Fire Spirit Bomber
Electro Spirit Fire Spirit Bomber
Royal Ghost
Fire Spirit
Electro Spirit
Bomber
Electro Spirit
Electro Spirit Fire Spirit Skeleton Army
Fire Spirit
Bomber
Electro Spirit
Royal Ghost

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