My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
Bad
Versatility
Bad
F2P score
Good

2 problems 3 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Goblin Gang 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.

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.

Goblin Gang 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 Goblin Gang Ice Golem 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 Goblin Gang Wall Breakers Clone
Giant Snowball
Skeletons Goblin Gang Wall Breakers Clone
Zap
Skeletons Goblin Gang Wall Breakers Clone
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Goblin Gang Wall Breakers Clone
The Log
Skeletons Electro Spirit Ice Spirit Goblin Gang Wall Breakers Clone
Earthquake
Skeletons Goblin Gang Clone
Arrows
Skeletons Electro Spirit Ice Spirit Goblin Gang Wall Breakers Clone
Royal Delivery
Skeletons Electro Spirit Ice Spirit Goblin Gang Wall Breakers Clone
Fireball
Goblin Gang Wall Breakers Clone
Poison
Goblin Gang Clone
Lightning
Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Ice Golem

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 Ice Golem Clone

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 Goblin Gang 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 Ice Spirit Ice Golem Wall Breakers Goblin Gang Clone

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Ice 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
Wall Breakers
Ice Spirit
Wall Breakers
Goblin Gang
Ice Golem Mirror Clone
Ice Golem
Goblin Gang Wall Breakers
Mirror
Goblin Gang Wall Breakers
Wall Breakers
Ice Golem Electro Spirit Ice Spirit Mirror
Clone
Goblin Gang

Defense Synergies 1 6

Skeletons
Electro Spirit Ice Spirit Ice Golem
Electro Spirit
Skeletons
Ice Spirit
Goblin Gang Skeletons Ice Golem
Goblin Gang
Ice Spirit Ice Golem Mirror
Ice Golem
Skeletons Ice Spirit Goblin Gang
Mirror
Goblin Gang
Wall Breakers
Clone

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.

Ice Golem
Skeletons Ice Spirit Goblin Gang
Goblin Gang Skeletons
Skeletons Goblin Gang
Goblin Gang Skeletons Electro Spirit
Electro Spirit Ice Spirit Goblin Gang
Electro Spirit Ice Golem
Skeletons Goblin Gang
Goblin Gang Skeletons Ice Spirit Ice Golem
Goblin Gang Skeletons Electro Spirit Ice Golem
Goblin Gang
Skeletons Ice Spirit Goblin Gang
Electro Spirit Ice Spirit Goblin Gang
Goblin Gang
Ice Spirit Goblin Gang
Skeletons Goblin Gang
Ice Spirit Electro Spirit Goblin Gang
Electro Spirit Ice Spirit Ice Golem
Goblin Gang Electro Spirit

Counters to secondary win conditions

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

Goblin Gang Skeletons Ice Golem
Goblin Gang Ice Golem
Goblin Gang Skeletons Ice Spirit Ice Golem
Goblin Gang Ice Golem
Skeletons Goblin Gang
Skeletons Electro Spirit Ice Spirit Goblin Gang Ice Golem
Goblin Gang Skeletons Ice Golem
Skeletons Electro Spirit Ice Spirit Ice Golem
Skeletons Goblin Gang
Skeletons Goblin Gang Ice Golem
Goblin Gang Skeletons Electro Spirit Ice Spirit Ice Golem
Electro Spirit Ice Golem
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.)

Ice Golem
Ice Golem
Electro Spirit Ice Spirit Ice Golem
Ice Spirit Ice Golem
Goblin Gang
Ice Golem
Ice Golem
Ice Golem Electro Spirit Ice Spirit
Ice Golem
Electro Spirit Ice Spirit
Electro Spirit Ice Spirit
Electro Spirit Ice Spirit Goblin Gang
Goblin Gang
Ice Golem
Electro Spirit Ice Spirit Goblin Gang

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