My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!

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 Knight Royal Giant

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap The Log

Punishments

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

Royal Giant

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 Knight Royal Giant

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

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.

Royal Giant

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

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 Zap The Log Knight Royal Giant

Shortest cycle

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

4 Skeletons Electro Spirit Fire Spirit Ice Spirit

Attack Synergies 4 10

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 Royal Giant
Fire Spirit
Royal Giant Zap Knight
Ice Spirit
Zap Knight Royal Giant Royal Giant
Zap
Ice Spirit Electro Spirit Fire Spirit Knight Royal Giant The Log
Knight
Ice Spirit Fire Spirit Zap The Log
Royal Giant
Fire Spirit Ice Spirit Electro Spirit Ice Spirit Zap The Log
The Log
Zap Knight Royal Giant

Defense Synergies 2 16

Skeletons
Electro Spirit Fire Spirit Ice Spirit Zap Knight The Log
Electro Spirit
Skeletons Zap The Log
Fire Spirit
Knight Skeletons Ice Spirit Zap The Log
Ice Spirit
Zap Skeletons Fire Spirit Knight The Log
Zap
Ice Spirit Skeletons Electro Spirit Fire Spirit Knight The Log
Knight
Fire Spirit Skeletons Ice Spirit Zap The Log
Royal Giant
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Zap Knight

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 Knight The Log
Skeletons Ice Spirit Zap Knight The Log
Skeletons Fire Spirit Knight
Skeletons Knight
The Log
The Log Skeletons Electro Spirit Fire Spirit Zap
Electro Spirit Fire Spirit Ice Spirit Zap
Electro Spirit Zap The Log
Skeletons
Knight Skeletons Fire Spirit Ice Spirit
Skeletons Electro Spirit Zap Knight The Log
Zap
Skeletons Fire Spirit Ice Spirit Zap Knight The Log
Fire Spirit Electro Spirit Ice Spirit Zap The Log
Knight
Ice Spirit Zap The Log
Skeletons Knight
Fire Spirit Ice Spirit Electro Spirit Zap Knight The Log
Zap The Log Electro Spirit Fire Spirit Ice Spirit Knight
Electro Spirit Fire Spirit Knight The Log

Counters to secondary win conditions

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

Knight Skeletons Zap
Zap Knight The Log
Skeletons Ice Spirit Zap Knight The Log
Zap Knight The Log
Skeletons Knight
Fire Spirit Skeletons Electro Spirit Ice Spirit Zap
Skeletons Knight
Knight
Zap Skeletons Electro Spirit Ice Spirit Knight The Log
Skeletons
Knight
Zap The Log
Skeletons Knight
Skeletons Electro Spirit Ice Spirit Zap Knight The Log
Electro Spirit Zap The Log
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.)

Knight The Log
Zap The Log
The Log
Knight The Log
Fire Spirit Zap The Log
Electro Spirit Fire Spirit Ice Spirit Zap
Fire Spirit The Log
The Log Fire Spirit Ice Spirit Zap
The Log Zap
Fire Spirit
Zap Knight The Log
Fire Spirit Zap
Fire Spirit Knight The Log
Zap The Log
Zap The Log
The Log
Fire Spirit Zap The Log
Fire Spirit Zap The Log
The Log
The Log
Zap The Log
Zap The Log Electro Spirit Fire Spirit Ice Spirit
The Log Zap
Zap The Log
Zap The Log
Fire Spirit Zap
Zap Electro Spirit Ice Spirit
Zap The Log
Zap Electro Spirit Ice Spirit
The Log
Zap Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Zap
The Log
Knight
The Log Zap
Zap
Zap Electro Spirit Ice Spirit The Log
Zap
Zap The Log

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