My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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 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.

Missing

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 Royal Recruits Giant Skeleton

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap

Punishments

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

Royal Recruits Goblin Barrel

Pump responses

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

Goblin Barrel

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 Royal Recruits Giant Skeleton

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 Goblin Barrel Giant Skeleton

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 Recruits Goblin Barrel Giant Skeleton
Giant Snowball
Skeletons Royal Recruits Goblin Barrel
Zap
Skeletons Goblin Barrel
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Royal Recruits Goblin Barrel Giant Skeleton
The Log
Skeletons Electro Spirit Ice Spirit Royal Recruits Goblin Barrel Giant Skeleton
Earthquake
Skeletons Goblin Barrel
Arrows
Skeletons Electro Spirit Ice Spirit Royal Recruits Goblin Barrel
Royal Delivery
Skeletons Electro Spirit Ice Spirit Royal Recruits Goblin Barrel Giant Skeleton
Fireball
Goblin Barrel
Poison
Royal Recruits
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Zap

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 Royal Recruits Giant Skeleton

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.

Goblin Barrel

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 Barrel

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 Zap Goblin Barrel Giant Skeleton Royal Recruits

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Ice Spirit

Attack Synergies 4 8

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 Giant Skeleton
Ice Spirit
Zap Goblin Barrel Royal Recruits Giant Skeleton
Zap
Ice Spirit Mirror Electro Spirit Royal Recruits Giant Skeleton
Royal Recruits
Ice Spirit Zap
Mirror
Zap Goblin Barrel Giant Skeleton
Goblin Barrel
Ice Spirit Mirror Giant Skeleton
Giant Skeleton
Electro Spirit Ice Spirit Zap Mirror Goblin Barrel

Defense Synergies 2 8

Skeletons
Electro Spirit Ice Spirit Zap Giant Skeleton
Electro Spirit
Skeletons Zap
Ice Spirit
Zap Skeletons Royal Recruits Giant Skeleton
Zap
Ice Spirit Mirror Skeletons Electro Spirit Giant Skeleton
Royal Recruits
Ice Spirit
Mirror
Zap
Goblin Barrel
Giant Skeleton
Skeletons Ice Spirit Zap

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 Royal Recruits
Skeletons Ice Spirit Zap Royal Recruits
Skeletons Royal Recruits Giant Skeleton
Royal Recruits Skeletons
Royal Recruits Giant Skeleton
Skeletons Electro Spirit Zap
Electro Spirit Ice Spirit Zap
Electro Spirit Zap Royal Recruits Giant Skeleton
Skeletons Royal Recruits
Skeletons Ice Spirit Royal Recruits Giant Skeleton
Skeletons Electro Spirit Zap Royal Recruits Giant Skeleton
Zap
Royal Recruits Skeletons Ice Spirit Zap Giant Skeleton
Electro Spirit Ice Spirit Zap Royal Recruits
Royal Recruits
Ice Spirit Zap Royal Recruits
Skeletons Royal Recruits
Ice Spirit Electro Spirit Zap Royal Recruits
Zap Electro Spirit Ice Spirit Royal Recruits Giant Skeleton
Royal Recruits
Royal Recruits Electro Spirit Giant Skeleton

Counters to secondary win conditions

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

Royal Recruits Skeletons Zap Giant Skeleton
Zap
Royal Recruits Giant Skeleton Skeletons Ice Spirit Zap
Royal Recruits Giant Skeleton Zap
Royal Recruits Giant Skeleton Skeletons
Skeletons Electro Spirit Ice Spirit Zap
Royal Recruits Skeletons Giant Skeleton
Giant Skeleton Royal Recruits
Zap Royal Recruits Giant Skeleton Skeletons Electro Spirit Ice Spirit
Royal Recruits Skeletons
Royal Recruits Giant Skeleton
Royal Recruits Zap Giant Skeleton
Royal Recruits Giant Skeleton Skeletons
Royal Recruits
Royal Recruits Skeletons Electro Spirit Ice Spirit Zap Giant Skeleton
Electro Spirit Zap Royal Recruits Giant Skeleton
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.)

Royal Recruits Giant Skeleton
Zap
Giant Skeleton
Royal Recruits Giant Skeleton
Zap
Electro Spirit Ice Spirit Zap
Ice Spirit Zap
Zap
Zap Royal Recruits
Zap
Zap
Zap
Royal Recruits
Zap
Zap
Giant Skeleton
Zap Royal Recruits
Zap Electro Spirit Ice Spirit
Zap
Zap
Zap
Zap
Zap Electro Spirit Ice Spirit
Zap
Zap Electro Spirit Ice Spirit
Giant Skeleton
Zap Electro Spirit Ice Spirit Royal Recruits
Zap
Zap
Zap Giant Skeleton
Royal Recruits
Zap Electro Spirit Ice Spirit Royal Recruits Giant Skeleton
Zap
Zap Royal Recruits Giant Skeleton

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