My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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 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 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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 Bats Suspicious Bush

Offensive cards

Win conditions

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

Wall Breakers

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

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 Ice Spirit 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

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 Bats Wall Breakers
Giant Snowball
Skeletons Bats Cannon Wall Breakers
Zap
Skeletons Bats Cannon Wall Breakers
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Cannon Wall Breakers
The Log
Skeletons Electro Spirit Ice Spirit Cannon Suspicious Bush Wall Breakers
Earthquake
Skeletons Cannon
Arrows
Skeletons Electro Spirit Ice Spirit Bats Suspicious Bush Wall Breakers
Royal Delivery
Skeletons Electro Spirit Ice Spirit Bats Wall Breakers
Fireball
Cannon Suspicious Bush Wall Breakers
Poison
Bats Cannon Suspicious Bush
Lightning
Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit

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 Ice Spirit Bats Suspicious Bush

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.

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.

Mirror Skeletons Electro Spirit Ice Spirit Bats Suspicious Bush Wall Breakers Cannon

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Ice Spirit

Attack Synergies 0 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
Wall Breakers
Ice Spirit
Bats Wall Breakers
Bats
Ice Spirit Wall Breakers
Cannon
Suspicious Bush
Mirror
Wall Breakers
Wall Breakers
Electro Spirit Ice Spirit Bats Mirror

Defense Synergies 2 6

Skeletons
Cannon Electro Spirit Ice Spirit Bats
Electro Spirit
Skeletons
Ice Spirit
Skeletons Bats Cannon
Bats
Skeletons Ice Spirit Cannon
Cannon
Skeletons Mirror Ice Spirit Bats
Suspicious Bush
Mirror
Cannon
Wall Breakers

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.

Cannon
Skeletons Ice Spirit Bats Cannon
Cannon Skeletons Bats
Cannon Skeletons Bats
Skeletons Electro Spirit Bats Cannon
Bats Electro Spirit Ice Spirit Cannon
Electro Spirit Cannon
Cannon Skeletons
Skeletons Ice Spirit Cannon
Bats Skeletons Electro Spirit Cannon
Bats
Cannon Skeletons Ice Spirit Bats
Electro Spirit Ice Spirit Bats Cannon
Cannon
Ice Spirit Cannon
Skeletons Bats Cannon
Ice Spirit Cannon Electro Spirit Bats
Electro Spirit Ice Spirit Bats Cannon
Cannon
Electro Spirit Bats Cannon
Cannon

Counters to secondary win conditions

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

Skeletons
Skeletons Ice Spirit Bats
Bats
Skeletons Cannon
Skeletons Electro Spirit Ice Spirit Bats
Skeletons Bats
Skeletons Electro Spirit Ice Spirit Bats
Skeletons Cannon
Bats
Skeletons Cannon
Cannon
Skeletons Electro Spirit Ice Spirit Bats
Bats Electro Spirit Cannon
Electro Spirit Cannon

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.)

Electro Spirit Ice Spirit Bats
Ice Spirit
Bats
Bats
Electro Spirit Ice Spirit
Bats
Electro Spirit Ice Spirit Bats
Electro Spirit Ice Spirit
Electro Spirit Ice Spirit Bats
Electro Spirit Ice Spirit Bats
Bats

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