My Best Clash Royale Deck

Deck Check Rating

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

3 problems 3 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 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 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!

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.

Missing

Damage spells

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

Fireball

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 Goblins

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

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 Goblins 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.

Mirror Skeletons Electro Spirit Fire Spirit Ice Spirit Goblins Bomber Fireball

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Fire Spirit

Attack Synergies 1 3

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
Fire Spirit
Ice Spirit
Goblins Bomber
Goblins
Ice Spirit
Bomber
Ice Spirit
Fireball
Mirror Electro Spirit
Mirror
Fireball

Defense Synergies 1 9

Skeletons
Electro Spirit Fire Spirit Ice Spirit Bomber
Electro Spirit
Skeletons
Fire Spirit
Skeletons Ice Spirit
Ice Spirit
Skeletons Fire Spirit Goblins Bomber Fireball
Goblins
Ice Spirit Bomber
Bomber
Skeletons Ice Spirit Goblins
Fireball
Mirror Ice Spirit
Mirror
Fireball

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 Fireball
Skeletons Ice Spirit Goblins
Skeletons Fire Spirit Goblins Bomber
Skeletons Goblins
Bomber Fireball
Fireball Skeletons Electro Spirit Fire Spirit Goblins Bomber
Electro Spirit Fire Spirit Ice Spirit Fireball
Electro Spirit Fireball
Skeletons Goblins
Skeletons Fire Spirit Ice Spirit Goblins Bomber
Goblins Skeletons Electro Spirit Bomber Fireball
Fireball
Skeletons Fire Spirit Ice Spirit Bomber Fireball
Fire Spirit Bomber Fireball Electro Spirit Ice Spirit Goblins
Ice Spirit Fireball
Skeletons Goblins Bomber Fireball
Fire Spirit Ice Spirit Fireball Electro Spirit Goblins Bomber
Electro Spirit Fire Spirit Ice Spirit Bomber Fireball
Bomber Electro Spirit Fire Spirit Goblins Fireball

Counters to secondary win conditions

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

Skeletons Goblins Fireball
Fireball Bomber
Skeletons Ice Spirit Goblins
Fireball
Skeletons
Fire Spirit Fireball Skeletons Electro Spirit Ice Spirit
Skeletons Goblins Fireball
Skeletons Electro Spirit Ice Spirit Goblins Fireball
Skeletons
Fireball
Skeletons Fireball
Bomber Fireball
Skeletons Electro Spirit Ice Spirit Goblins Bomber Fireball
Electro Spirit Bomber Fireball
Electro Spirit Bomber 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
Bomber Fireball Fire Spirit
Fireball Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Bomber
Fireball Fire Spirit Ice Spirit
Fireball
Fire Spirit Goblins Fireball
Fireball
Fireball Fire Spirit
Fire Spirit Fireball
Fireball
Fireball
Bomber Fireball
Fireball
Fireball
Bomber
Fire Spirit Bomber Fireball
Fire Spirit Bomber Fireball
Fireball
Fireball
Fireball
Electro Spirit Fire Spirit Ice Spirit Bomber Fireball
Fireball
Fireball
Fireball
Fire Spirit Fireball
Electro Spirit Ice Spirit Fireball
Fireball
Bomber Fireball
Electro Spirit Ice Spirit Fireball
Fireball
Electro Spirit Fire Spirit Ice Spirit Fireball
Fireball Fire Spirit
Fireball
Fireball
Bomber Fireball
Fireball
Electro Spirit Ice Spirit Fireball
Fireball
Fireball
Fireball

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