My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

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 Battle Ram

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Fireball

Punishments

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

Battle Ram

Pump responses

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

Fireball

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 Battle Ram

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 Battle Ram
Giant Snowball
Skeletons Fire Spirit Bats Battle Ram
Zap
Skeletons Fire Spirit Bats Battle Ram
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Ice Spirit Heal Spirit Battle Ram
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Heal Spirit Battle Ram
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 Battle Ram
Fireball
Battle Ram
Poison
Bats
Lightning
Battle Ram
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Fireball

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 Heal Spirit Battle Ram

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.

Fireball

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 Fireball

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 Heal Spirit Bats Fireball Battle Ram

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 1 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
Fireball Battle Ram
Fire Spirit
Battle Ram
Ice Spirit
Battle Ram Bats
Bats
Ice Spirit Battle Ram
Heal Spirit
Battle Ram
Fireball
Electro Spirit Battle Ram
Battle Ram
Ice Spirit Electro Spirit Fire Spirit Bats Heal Spirit Fireball

Defense Synergies 0 7

Skeletons
Electro Spirit Fire Spirit Ice Spirit Bats
Electro Spirit
Skeletons
Fire Spirit
Skeletons Ice Spirit
Ice Spirit
Skeletons Fire Spirit Bats Fireball
Bats
Skeletons Ice Spirit
Heal Spirit
Fireball
Ice Spirit
Battle Ram

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.

Fireball
Skeletons Ice Spirit Bats
Skeletons Fire Spirit Bats
Skeletons Bats
Fireball
Fireball Skeletons Electro Spirit Fire Spirit Bats
Bats Electro Spirit Fire Spirit Ice Spirit Fireball
Electro Spirit Fireball
Skeletons
Skeletons Fire Spirit Ice Spirit
Bats Skeletons Electro Spirit Fireball
Bats Fireball
Skeletons Fire Spirit Ice Spirit Bats Fireball
Fire Spirit Fireball Electro Spirit Ice Spirit Bats
Ice Spirit Fireball
Skeletons Bats Fireball
Fire Spirit Ice Spirit Fireball Electro Spirit Bats
Electro Spirit Fire Spirit Ice Spirit Bats Fireball
Electro Spirit Fire Spirit Bats Fireball

Counters to secondary win conditions

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

Skeletons Fireball
Fireball
Skeletons Ice Spirit Bats
Bats Fireball
Skeletons
Fire Spirit Fireball Skeletons Electro Spirit Ice Spirit Bats
Skeletons Bats Fireball
Skeletons Electro Spirit Ice Spirit Bats Fireball
Skeletons
Bats
Fireball
Skeletons Fireball
Fireball
Skeletons Electro Spirit Ice Spirit Bats Fireball
Bats Electro Spirit Fireball
Electro Spirit Fireball

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.)

Fireball
Fireball
Fireball
Fireball
Fireball Fire Spirit
Fireball Electro Spirit Fire Spirit Ice Spirit Bats
Fire Spirit
Fireball Fire Spirit Ice Spirit
Fireball
Fire Spirit Bats Fireball
Fireball
Fireball Fire Spirit
Fire Spirit Fireball
Fireball
Fireball
Fireball
Fireball
Fireball
Bats
Fire Spirit Fireball
Fire Spirit Fireball
Fireball
Fireball
Fireball
Electro Spirit Fire Spirit Ice Spirit Fireball
Fireball
Fireball
Fireball
Fire Spirit Bats Fireball
Electro Spirit Ice Spirit Bats Fireball
Fireball
Fireball
Electro Spirit Ice Spirit Fireball
Fireball
Electro Spirit Fire Spirit Ice Spirit Bats Fireball
Fireball Fire Spirit
Fireball
Fireball
Fireball
Fireball
Electro Spirit Ice Spirit Bats Fireball
Bats Fireball
Fireball
Fireball

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