My Best Clash Royale Deck

Deck Check Rating

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

1 problems 5 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!
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 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!
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!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Tesla

Defensive buildings

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

Tesla

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 Tesla

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 Rage

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.

Fire Spirit Ice 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
Giant Snowball
Skeletons Fire Spirit Bats
Zap
Skeletons Fire Spirit Bats
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Tesla
The Log
Skeletons Fire Spirit Ice Spirit
Earthquake
Skeletons Tesla
Arrows
Skeletons Fire Spirit Ice Spirit Bats
Royal Delivery
Skeletons Fire Spirit Ice Spirit Bats
Fireball
Tesla
Poison
Bats
Lightning
Tesla
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Arrows

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.

Fire Spirit Ice Spirit Bats Arrows Rage

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.

Fire Spirit 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.

Skeletons Fire Spirit Ice Spirit Bats Zap Rage Arrows Tesla

Shortest cycle

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

5 Skeletons Fire Spirit Ice Spirit Bats

Attack Synergies 2 4

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
Fire Spirit
Zap
Ice Spirit
Zap Bats
Bats
Ice Spirit Zap Rage
Zap
Ice Spirit Arrows Fire Spirit Bats
Arrows
Zap
Tesla
Rage
Bats

Defense Synergies 2 13

Skeletons
Tesla Fire Spirit Ice Spirit Bats Zap
Fire Spirit
Skeletons Ice Spirit Zap
Ice Spirit
Zap Skeletons Fire Spirit Bats Tesla
Bats
Skeletons Ice Spirit Zap Tesla
Zap
Ice Spirit Skeletons Fire Spirit Bats Arrows Tesla
Arrows
Zap Tesla
Tesla
Skeletons Ice Spirit Bats Zap Arrows
Rage

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 Tesla
Skeletons Ice Spirit Bats Zap Tesla
Tesla Skeletons Fire Spirit Bats
Tesla Skeletons Bats
Arrows
Arrows Skeletons Fire Spirit Bats Zap Tesla
Bats Tesla Fire Spirit Ice Spirit Zap Arrows
Zap Arrows Tesla
Tesla Skeletons
Skeletons Fire Spirit Ice Spirit Tesla
Bats Skeletons Zap Arrows Tesla
Arrows Tesla Bats Zap
Tesla Skeletons Fire Spirit Ice Spirit Bats Zap
Fire Spirit Ice Spirit Bats Zap Arrows Tesla
Tesla
Ice Spirit Zap Tesla
Tesla Skeletons Bats Arrows
Fire Spirit Ice Spirit Arrows Tesla Bats Zap
Zap Arrows Fire Spirit Ice Spirit Bats Tesla
Tesla
Fire Spirit Bats Arrows Tesla
Tesla

Counters to secondary win conditions

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

Skeletons Zap Tesla
Zap Arrows Tesla
Skeletons Ice Spirit Bats Zap
Bats Zap Tesla
Skeletons Tesla
Fire Spirit Arrows Skeletons Ice Spirit Bats Zap Tesla
Skeletons Bats Tesla
Tesla
Zap Skeletons Ice Spirit Bats
Skeletons Tesla
Bats Tesla
Zap Arrows
Skeletons Tesla
Tesla
Tesla Skeletons Ice Spirit Bats Zap
Bats Arrows Zap Tesla
Zap Arrows

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
Arrows Zap
Arrows
Arrows
Fire Spirit Zap Arrows
Arrows Fire Spirit Ice Spirit Bats Zap
Fire Spirit Arrows
Arrows Fire Spirit Ice Spirit Zap
Arrows Zap
Fire Spirit Bats
Zap Arrows
Fire Spirit Zap Arrows
Fire Spirit
Arrows
Zap Arrows
Zap Arrows
Arrows
Arrows
Bats
Fire Spirit Zap Arrows
Fire Spirit Zap Arrows
Arrows
Zap Arrows
Zap Arrows Fire Spirit Ice Spirit
Arrows Zap
Zap Arrows
Zap Arrows
Fire Spirit Bats Zap Arrows
Zap Ice Spirit Bats
Zap Arrows
Zap Ice Spirit Arrows
Arrows
Zap Fire Spirit Ice Spirit Bats
Fire Spirit Zap Arrows
Arrows
Arrows Zap
Zap Arrows
Zap Ice Spirit Bats
Bats Zap
Zap

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