My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Good
Synergy
RIP
Versatility
RIP
F2P score
Good

3 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 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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 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 Ice Golem

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 Ice Golem

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.

Lightning The Log

Pump responses

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

Lightning

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 Ice Golem

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
Zap
Skeletons Fire Spirit
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Ice Spirit
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Fire Spirit Ice Spirit
Royal Delivery
Skeletons Electro Spirit Fire Spirit Ice Spirit
Fireball
Poison
Lightning
Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Ice Golem The Log

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 Ice Golem

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 Ice Golem

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.

Good

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 Ice Golem The Log Lightning

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Fire Spirit

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
Fire Spirit
Ice Golem
Ice Spirit
Ice Golem
Fire Spirit
Mirror
The Log Lightning
Lightning
Mirror
The Log
Mirror

Defense Synergies 0 14

Skeletons
Electro Spirit Fire Spirit Ice Spirit Ice Golem The Log
Electro Spirit
Skeletons The Log
Fire Spirit
Skeletons Ice Spirit Ice Golem The Log
Ice Spirit
Skeletons Fire Spirit Ice Golem The Log
Ice Golem
Skeletons Fire Spirit Ice Spirit The Log
Mirror
The Log
Lightning
The Log
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Ice Golem Mirror Lightning

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.

Lightning Ice Golem The Log
Skeletons Ice Spirit The Log
Skeletons Fire Spirit Lightning
Skeletons
Lightning The Log
The Log Skeletons Electro Spirit Fire Spirit
Lightning Electro Spirit Fire Spirit Ice Spirit
Lightning Electro Spirit Ice Golem The Log
Skeletons
Skeletons Fire Spirit Ice Spirit Ice Golem
Skeletons Electro Spirit Ice Golem The Log
Skeletons Fire Spirit Ice Spirit Lightning The Log
Fire Spirit Electro Spirit Ice Spirit The Log
Ice Spirit Lightning The Log
Skeletons
Fire Spirit Ice Spirit Electro Spirit The Log
The Log Electro Spirit Fire Spirit Ice Spirit Ice Golem
Electro Spirit Fire Spirit The Log

Counters to secondary win conditions

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

Skeletons Ice Golem
Ice Golem Lightning The Log
Skeletons Ice Spirit Ice Golem Lightning The Log
Lightning Ice Golem The Log
Skeletons
Fire Spirit Skeletons Electro Spirit Ice Spirit Ice Golem
Skeletons Ice Golem Lightning
Lightning Skeletons Electro Spirit Ice Spirit Ice Golem The Log
Skeletons
Lightning The Log
Lightning Skeletons Ice Golem
Skeletons Electro Spirit Ice Spirit Ice Golem Lightning The Log
Electro Spirit Ice Golem The Log
Electro Spirit

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.)

Lightning Ice Golem The Log
The Log
Lightning The Log
Lightning Ice Golem The Log
Fire Spirit The Log
Electro Spirit Fire Spirit Ice Spirit Ice Golem
Fire Spirit The Log
The Log Fire Spirit Ice Spirit Ice Golem Lightning
The Log Lightning
Lightning Fire Spirit
Lightning The Log
Lightning Fire Spirit
Lightning Fire Spirit Ice Golem The Log
Lightning
Lightning Ice Golem The Log
Lightning The Log
Lightning The Log
Lightning
Lightning
Lightning Fire Spirit The Log
Lightning Fire Spirit The Log
Lightning The Log
Lightning
Lightning The Log
Lightning The Log
Ice Golem The Log Electro Spirit Fire Spirit Ice Spirit
The Log Lightning
Lightning The Log
Lightning The Log
Lightning Fire Spirit Ice Golem
Lightning Electro Spirit Ice Spirit
Lightning
Lightning The Log
Lightning Electro Spirit Ice Spirit
Lightning The Log
Lightning Electro Spirit Fire Spirit Ice Spirit
Lightning Fire Spirit
The Log
Lightning
The Log Ice Golem Lightning
Lightning
Electro Spirit Ice Spirit Lightning The Log
Lightning
Lightning The Log
Lightning

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