My Best Clash Royale Deck

Deck Check Rating

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

3 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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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!
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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Spear Goblins

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 Spear Goblins Bomber P.E.K.K.A

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.

Missing

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 Goblins Spear Goblins P.E.K.K.A

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 Spear Goblins Bomber Skeleton Army
Giant Snowball
Skeletons Fire Spirit Goblins Spear Goblins Bomber Skeleton Army
Zap
Skeletons Fire Spirit Goblins Spear Goblins Bomber Skeleton Army
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Goblins Spear Goblins Bomber Skeleton Army
The Log
Skeletons Electro Spirit Fire Spirit Goblins Spear Goblins Bomber Skeleton Army
Earthquake
Skeletons Spear Goblins Bomber Skeleton Army
Arrows
Skeletons Electro Spirit Fire Spirit Goblins Spear Goblins Bomber Skeleton Army
Royal Delivery
Skeletons Electro Spirit Fire Spirit Goblins Spear Goblins Bomber Skeleton Army P.E.K.K.A
Fireball
Bomber Skeleton Army
Poison
Spear Goblins Bomber Skeleton Army
Lightning
Rocket

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

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 Spear Goblins Skeleton Army P.E.K.K.A

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 Goblins

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 Goblins Spear Goblins Bomber Skeleton Army P.E.K.K.A

Shortest cycle

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

5 Skeletons Electro Spirit Fire Spirit Goblins

Attack Synergies 1 2

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
P.E.K.K.A
Fire Spirit
P.E.K.K.A
Goblins
Spear Goblins
Bomber
P.E.K.K.A
Skeleton Army
P.E.K.K.A
Fire Spirit Electro Spirit Bomber

Defense Synergies 0 11

Skeletons
Electro Spirit Fire Spirit Spear Goblins Bomber P.E.K.K.A
Electro Spirit
Skeletons
Fire Spirit
Skeletons Spear Goblins P.E.K.K.A
Goblins
Bomber
Spear Goblins
Skeletons Fire Spirit Skeleton Army P.E.K.K.A
Bomber
Skeletons Goblins P.E.K.K.A
Skeleton Army
Spear Goblins
P.E.K.K.A
Skeletons Fire Spirit Spear Goblins 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.

Spear Goblins Bomber
Skeleton Army P.E.K.K.A Skeletons Goblins
Skeleton Army P.E.K.K.A Skeletons Fire Spirit Goblins Bomber
Skeleton Army P.E.K.K.A Skeletons Goblins
Bomber Skeleton Army P.E.K.K.A
Skeleton Army Skeletons Electro Spirit Fire Spirit Goblins Spear Goblins Bomber
Electro Spirit Fire Spirit Spear Goblins
Electro Spirit P.E.K.K.A
P.E.K.K.A Skeletons Goblins Skeleton Army
Skeleton Army Skeletons Fire Spirit Goblins Spear Goblins Bomber
Goblins Skeleton Army Skeletons Electro Spirit Spear Goblins Bomber
Spear Goblins
Skeleton Army P.E.K.K.A Skeletons Fire Spirit Bomber
Fire Spirit Bomber Skeleton Army Electro Spirit Goblins P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeletons Goblins Bomber Skeleton Army P.E.K.K.A
Fire Spirit Electro Spirit Goblins Spear Goblins Bomber Skeleton Army
Electro Spirit Fire Spirit Spear Goblins Bomber
P.E.K.K.A
Bomber Skeleton Army Electro Spirit Fire Spirit Goblins Spear Goblins P.E.K.K.A

Counters to secondary win conditions

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

Skeleton Army Skeletons Goblins Spear Goblins P.E.K.K.A
Bomber
Skeleton Army P.E.K.K.A Skeletons Goblins Spear Goblins
Skeleton Army P.E.K.K.A
P.E.K.K.A Skeletons Skeleton Army
Fire Spirit Skeletons Electro Spirit
Skeleton Army P.E.K.K.A Skeletons Goblins Spear Goblins
P.E.K.K.A Skeleton Army
P.E.K.K.A Skeletons Electro Spirit Goblins Spear Goblins Skeleton Army
P.E.K.K.A Skeletons Skeleton Army
P.E.K.K.A
Skeleton Army P.E.K.K.A
Skeleton Army P.E.K.K.A Skeletons
Bomber Skeleton Army
Skeleton Army Skeletons Electro Spirit Goblins Spear Goblins Bomber P.E.K.K.A
Electro Spirit Bomber P.E.K.K.A
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.)

Bomber Fire Spirit
Electro Spirit Fire Spirit Spear Goblins
Fire Spirit Bomber
Fire Spirit
Fire Spirit Goblins
Fire Spirit
Fire Spirit
Spear Goblins Bomber
Bomber
Fire Spirit Bomber
Fire Spirit Bomber
Electro Spirit Fire Spirit Bomber
Fire Spirit
Electro Spirit
Bomber
Electro Spirit
P.E.K.K.A
Electro Spirit Fire Spirit Spear Goblins Skeleton Army
Fire Spirit
Bomber
P.E.K.K.A
Electro Spirit
P.E.K.K.A

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