My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
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 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 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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.

Firecracker Witch

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 Firecracker Witch Goblinstein

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.

Zap Arrows

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

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 Firecracker

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
Giant Snowball
Skeletons Cannon Witch
Zap
Skeletons Cannon Firecracker Witch
Barbarian Barrel
Skeletons Electro Spirit Cannon Firecracker Witch
The Log
Skeletons Electro Spirit Cannon Firecracker Witch
Earthquake
Skeletons Cannon Firecracker Witch
Arrows
Skeletons Electro Spirit Firecracker Witch
Royal Delivery
Skeletons Electro Spirit Firecracker Witch
Fireball
Cannon Firecracker Witch
Poison
Cannon Firecracker Witch
Lightning
Cannon Witch Goblinstein
Rocket
Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows Firecracker Witch

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows Firecracker

Ladder info

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 Arrows

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.

Witch

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.

Skeletons Electro Spirit Zap Arrows Cannon Firecracker Witch Goblinstein

Shortest cycle

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

7 Skeletons Electro Spirit Zap Arrows

Attack Synergies 2 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
Zap
Zap
Arrows Firecracker Electro Spirit Witch
Arrows
Zap
Cannon
Firecracker
Zap
Witch
Zap
Goblinstein

Defense Synergies 2 11

Skeletons
Cannon Electro Spirit Zap Firecracker Witch
Electro Spirit
Skeletons Zap
Zap
Cannon Skeletons Electro Spirit Arrows Firecracker Witch
Arrows
Zap Cannon
Cannon
Skeletons Zap Arrows Firecracker Witch
Firecracker
Skeletons Zap Cannon
Witch
Skeletons Zap Cannon
Goblinstein

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 Cannon Firecracker
Skeletons Zap Cannon Firecracker Witch
Cannon Witch Skeletons
Cannon Witch Skeletons Firecracker
Arrows Firecracker
Arrows Skeletons Electro Spirit Zap Cannon Firecracker
Electro Spirit Zap Arrows Cannon Firecracker Witch
Electro Spirit Zap Arrows Cannon
Cannon Witch Skeletons
Skeletons Cannon Firecracker
Witch Skeletons Electro Spirit Zap Arrows Cannon Firecracker
Arrows Zap Firecracker Witch
Cannon Skeletons Zap Witch
Electro Spirit Zap Arrows Cannon Firecracker Witch
Cannon
Zap Cannon
Skeletons Arrows Cannon Firecracker Witch
Arrows Cannon Electro Spirit Zap Firecracker Witch
Zap Arrows Witch Electro Spirit Cannon Firecracker
Cannon
Electro Spirit Arrows Cannon Firecracker Witch
Cannon

Counters to secondary win conditions

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

Skeletons Zap Witch
Zap Arrows Firecracker
Skeletons Zap Witch
Zap
Skeletons Cannon Witch
Arrows Firecracker Skeletons Electro Spirit Zap Witch
Skeletons Witch
Zap Skeletons Electro Spirit Firecracker Witch
Witch Skeletons Cannon
Witch
Zap Arrows
Skeletons Cannon Witch
Cannon Firecracker Witch
Witch Skeletons Electro Spirit Zap Firecracker
Arrows Electro Spirit Zap Cannon Firecracker Witch
Electro Spirit Zap Arrows 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.)

Arrows Firecracker
Arrows Firecracker Zap
Arrows
Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Electro Spirit Zap Witch
Arrows Firecracker Witch
Arrows Zap Firecracker
Arrows Zap Firecracker
Firecracker Zap Arrows
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker Witch
Arrows Firecracker
Arrows
Zap Arrows Firecracker
Zap Arrows Firecracker Witch
Arrows
Zap Arrows
Zap Arrows Firecracker Electro Spirit Witch
Witch
Arrows Firecracker Zap Witch
Zap Arrows Witch
Zap Arrows Firecracker
Zap Arrows Firecracker Witch
Zap Electro Spirit Firecracker Witch
Zap Arrows
Zap Electro Spirit Arrows Firecracker
Arrows Firecracker
Zap Electro Spirit Witch
Zap Arrows Firecracker Witch
Arrows
Firecracker
Arrows Zap Firecracker
Zap Arrows
Firecracker
Zap Electro Spirit Firecracker Witch
Firecracker Zap Witch
Zap Firecracker Witch
Firecracker

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