My Best Clash Royale Deck

Deck Check Rating

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

3 problems 5 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!
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!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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

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.

Zap

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 Ice Spirit Goblins Heal Spirit

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Zap

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 Heal Spirit

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 Heal 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.

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 Heal Spirit Goblins Zap

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Fire Spirit

Attack Synergies 2 5

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
Zap
Fire Spirit
Zap
Ice Spirit
Zap Goblins
Goblins
Ice Spirit Zap
Zap
Ice Spirit Mirror Electro Spirit Fire Spirit Goblins Heal Spirit
Heal Spirit
Zap
Mirror
Zap

Defense Synergies 2 9

Skeletons
Electro Spirit Fire Spirit Ice Spirit Zap
Electro Spirit
Skeletons Zap
Fire Spirit
Skeletons Ice Spirit Zap
Ice Spirit
Zap Skeletons Fire Spirit Goblins
Goblins
Ice Spirit Zap
Zap
Ice Spirit Mirror Skeletons Electro Spirit Fire Spirit Goblins
Heal Spirit
Mirror
Zap

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.

Zap
Skeletons Ice Spirit Goblins Zap
Skeletons Fire Spirit Goblins
Skeletons Goblins
Skeletons Electro Spirit Fire Spirit Goblins Zap
Electro Spirit Fire Spirit Ice Spirit Zap
Electro Spirit Zap
Skeletons Goblins
Skeletons Fire Spirit Ice Spirit Goblins
Goblins Skeletons Electro Spirit Zap
Zap
Skeletons Fire Spirit Ice Spirit Zap
Fire Spirit Electro Spirit Ice Spirit Goblins Zap
Ice Spirit Zap
Skeletons Goblins
Fire Spirit Ice Spirit Electro Spirit Goblins Zap
Zap Electro Spirit Fire Spirit Ice Spirit
Electro Spirit Fire Spirit Goblins

Counters to secondary win conditions

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

Skeletons Goblins Zap
Zap
Skeletons Ice Spirit Goblins Zap
Zap
Skeletons
Fire Spirit Skeletons Electro Spirit Ice Spirit Zap
Skeletons Goblins
Zap Skeletons Electro Spirit Ice Spirit Goblins
Skeletons
Zap
Skeletons
Skeletons Electro Spirit Ice Spirit Goblins Zap
Electro Spirit Zap
Electro Spirit Zap

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.)

Zap
Fire Spirit Zap
Electro Spirit Fire Spirit Ice Spirit Zap
Fire Spirit
Fire Spirit Ice Spirit Zap
Zap
Fire Spirit Goblins
Zap
Fire Spirit Zap
Fire Spirit
Zap
Zap
Fire Spirit Zap
Fire Spirit Zap
Zap
Zap Electro Spirit Fire Spirit Ice Spirit
Zap
Zap
Zap
Fire Spirit Zap
Zap Electro Spirit Ice Spirit
Zap
Zap Electro Spirit Ice Spirit
Zap Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Zap
Zap
Zap
Zap Electro Spirit Ice Spirit
Zap
Zap

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