My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
RIP
Versatility
Good
F2P score
Great!

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 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 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!
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.

Spear Goblins Bats

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 Spear Goblins Bats Suspicious Bush Golden Knight

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.

Missing

Punishments

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

Golden Knight

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 Spear Goblins

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 Golden Knight

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 Spear Goblins Bats
Giant Snowball
Skeletons Spear Goblins Bats
Zap
Skeletons Spear Goblins Bats
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Spear Goblins
The Log
Skeletons Electro Spirit Ice Spirit Spear Goblins Suspicious Bush
Earthquake
Skeletons Spear Goblins
Arrows
Skeletons Electro Spirit Ice Spirit Spear Goblins Bats Suspicious Bush
Royal Delivery
Skeletons Electro Spirit Ice Spirit Spear Goblins Bats
Fireball
Suspicious Bush
Poison
Spear Goblins Bats Suspicious Bush
Lightning
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 Spear Goblins 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.

Great!

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 Spear Goblins Bats Suspicious Bush Golden Knight

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Ice Spirit

Attack Synergies 0 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
Ice Spirit
Spear Goblins Bats
Spear Goblins
Ice Spirit
Bats
Ice Spirit
Suspicious Bush
Mirror
Golden Knight

Defense Synergies 0 11

Skeletons
Electro Spirit Ice Spirit Spear Goblins Bats
Electro Spirit
Skeletons Golden Knight
Ice Spirit
Skeletons Spear Goblins Bats Golden Knight
Spear Goblins
Skeletons Ice Spirit Bats Golden Knight
Bats
Skeletons Ice Spirit Spear Goblins Golden Knight
Suspicious Bush
Mirror
Golden Knight
Electro Spirit Ice Spirit Spear Goblins Bats

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.

Spear Goblins Golden Knight
Skeletons Ice Spirit Bats
Skeletons Bats
Skeletons Bats
Skeletons Electro Spirit Spear Goblins Bats
Bats Electro Spirit Ice Spirit Spear Goblins
Electro Spirit Golden Knight
Skeletons
Skeletons Ice Spirit Spear Goblins
Bats Skeletons Electro Spirit Spear Goblins
Spear Goblins Bats
Skeletons Ice Spirit Bats
Electro Spirit Ice Spirit Bats Golden Knight
Ice Spirit
Skeletons Bats
Ice Spirit Electro Spirit Spear Goblins Bats Golden Knight
Electro Spirit Ice Spirit Spear Goblins Bats
Electro Spirit Spear Goblins Bats

Counters to secondary win conditions

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

Skeletons Spear Goblins
Skeletons Ice Spirit Spear Goblins Bats Golden Knight
Bats
Skeletons
Skeletons Electro Spirit Ice Spirit Bats
Skeletons Spear Goblins Bats
Skeletons Electro Spirit Ice Spirit Spear Goblins Bats
Skeletons
Bats Golden Knight
Skeletons Golden Knight
Skeletons Electro Spirit Ice Spirit Spear Goblins Bats Golden Knight
Bats Electro Spirit Golden Knight

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.)

Golden Knight
Golden Knight
Electro Spirit Ice Spirit Spear Goblins Bats
Ice Spirit
Golden Knight
Bats
Golden Knight
Golden Knight
Spear Goblins Golden Knight
Bats
Golden Knight
Electro Spirit Ice Spirit
Golden Knight
Golden Knight
Golden Knight
Bats
Electro Spirit Ice Spirit Bats
Electro Spirit Ice Spirit
Electro Spirit Ice Spirit Spear Goblins Bats
Electro Spirit Ice Spirit Bats Golden Knight
Bats
Golden Knight

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