My Best Clash Royale Deck

Deck Check Rating

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

2 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 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 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!

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 Firecracker

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 Firecracker

Offensive cards

Win conditions

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

Wall Breakers Miner

Damage spells

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

Missing

Punishments

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

Wall Breakers Miner

Pump responses

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

Miner

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 Wall Breakers

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 Firecracker Miner

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 Wall Breakers Miner
Giant Snowball
Skeletons Fire Spirit Goblins Wall Breakers Miner
Zap
Skeletons Fire Spirit Goblins Firecracker Wall Breakers
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Ice Spirit Goblins Firecracker Wall Breakers
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Goblins Firecracker Wall Breakers
Earthquake
Skeletons Firecracker
Arrows
Skeletons Electro Spirit Fire Spirit Ice Spirit Goblins Firecracker Wall Breakers
Royal Delivery
Skeletons Electro Spirit Fire Spirit Ice Spirit Goblins Firecracker Wall Breakers Miner
Fireball
Firecracker Wall Breakers
Poison
Firecracker
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Firecracker

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 Miner

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

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 Goblins Wall Breakers Firecracker Miner

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 4 8

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
Wall Breakers Miner
Fire Spirit
Miner Wall Breakers
Ice Spirit
Goblins Firecracker Wall Breakers Miner
Goblins
Miner Ice Spirit
Firecracker
Miner Ice Spirit Wall Breakers
Wall Breakers
Miner Electro Spirit Fire Spirit Ice Spirit Firecracker
Miner
Fire Spirit Goblins Firecracker Wall Breakers Electro Spirit Ice Spirit

Defense Synergies 0 10

Skeletons
Electro Spirit Fire Spirit Ice Spirit Firecracker
Electro Spirit
Skeletons
Fire Spirit
Skeletons Ice Spirit Firecracker
Ice Spirit
Skeletons Fire Spirit Goblins Firecracker Miner
Goblins
Ice Spirit Firecracker
Firecracker
Skeletons Fire Spirit Ice Spirit Goblins
Wall Breakers
Miner
Ice Spirit

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.

Firecracker
Skeletons Ice Spirit Goblins Firecracker
Skeletons Fire Spirit Goblins
Skeletons Goblins Firecracker
Firecracker
Skeletons Electro Spirit Fire Spirit Goblins Firecracker
Electro Spirit Fire Spirit Ice Spirit Firecracker
Electro Spirit
Skeletons Goblins
Skeletons Fire Spirit Ice Spirit Goblins Firecracker Miner
Goblins Skeletons Electro Spirit Firecracker
Firecracker
Skeletons Fire Spirit Ice Spirit
Fire Spirit Electro Spirit Ice Spirit Goblins Firecracker
Ice Spirit
Skeletons Goblins Firecracker
Fire Spirit Ice Spirit Electro Spirit Goblins Firecracker
Electro Spirit Fire Spirit Ice Spirit Firecracker
Electro Spirit Fire Spirit Goblins Firecracker

Counters to secondary win conditions

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

Skeletons Goblins
Firecracker Miner
Skeletons Ice Spirit Goblins
Skeletons
Fire Spirit Firecracker Skeletons Electro Spirit Ice Spirit
Skeletons Goblins
Skeletons Electro Spirit Ice Spirit Goblins Firecracker
Skeletons
Skeletons
Firecracker
Skeletons Electro Spirit Ice Spirit Goblins Firecracker
Electro Spirit Firecracker

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.)

Firecracker
Firecracker Miner
Miner
Firecracker
Fire Spirit Firecracker
Firecracker Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Firecracker
Fire Spirit Ice Spirit Firecracker
Miner Firecracker
Fire Spirit Goblins
Firecracker Miner
Fire Spirit Firecracker
Fire Spirit Firecracker Miner
Firecracker
Firecracker
Firecracker
Firecracker
Fire Spirit Firecracker
Fire Spirit Firecracker Miner
Firecracker Electro Spirit Fire Spirit Ice Spirit
Firecracker Miner
Miner
Miner Firecracker
Fire Spirit Firecracker
Electro Spirit Ice Spirit Firecracker
Miner
Electro Spirit Ice Spirit Firecracker
Firecracker
Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Firecracker
Miner Firecracker
Firecracker
Firecracker
Electro Spirit Ice Spirit Firecracker
Firecracker
Firecracker Miner

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