My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Great!
Versatility
Bad
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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Electro Dragon Ram Rider

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 Giant Electro Dragon Ram Rider

Offensive cards

Win conditions

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

Royal Giant Ram Rider

Damage spells

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

Poison

Punishments

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

Royal Giant Ram Rider

Pump responses

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

Poison

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 Royal Giant Heal Spirit Ram Rider

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 Dragon Ram Rider

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 Giant Ram Rider
Giant Snowball
Skeletons Fire Spirit Electro Dragon Ram Rider
Zap
Skeletons Fire Spirit Royal Giant Ram Rider
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Heal Spirit
The Log
Skeletons Fire Spirit Ice Spirit Royal Giant Heal Spirit Ram Rider
Earthquake
Skeletons
Arrows
Skeletons Fire Spirit Ice Spirit Heal Spirit
Royal Delivery
Skeletons Fire Spirit Ice Spirit Heal Spirit Electro Dragon Ram Rider
Fireball
Electro Dragon Ram Rider
Poison
Electro Dragon
Lightning
Electro Dragon Ram Rider
Rocket
Electro Dragon Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Poison Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Poison Electro Dragon

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 Heal Spirit Poison

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.

Royal Giant

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 Heal 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.

Good

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 Heal Spirit Poison Electro Dragon Ram Rider Royal Giant

Shortest cycle

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

4 Skeletons Fire Spirit Ice Spirit Heal 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
Fire Spirit
Royal Giant Ram Rider
Ice Spirit
Royal Giant Royal Giant Ram Rider
Royal Giant
Fire Spirit Ice Spirit Heal Spirit Poison Ice Spirit Electro Dragon
Heal Spirit
Royal Giant Electro Dragon Ram Rider
Poison
Royal Giant Electro Dragon Ram Rider
Electro Dragon
Royal Giant Heal Spirit Poison
Ram Rider
Fire Spirit Ice Spirit Heal Spirit Poison

Defense Synergies 0 9

Skeletons
Fire Spirit Ice Spirit Poison Electro Dragon Ram Rider
Fire Spirit
Skeletons Ice Spirit
Ice Spirit
Skeletons Fire Spirit Poison Electro Dragon Ram Rider
Royal Giant
Heal Spirit
Poison
Skeletons Ice Spirit
Electro Dragon
Skeletons Ice Spirit
Ram Rider
Skeletons Ice Spirit

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.

Electro Dragon Ram Rider
Skeletons Ice Spirit Electro Dragon Ram Rider
Ram Rider Skeletons Fire Spirit Electro Dragon
Skeletons Electro Dragon Ram Rider
Poison
Skeletons Fire Spirit Electro Dragon
Ram Rider Fire Spirit Ice Spirit Poison Electro Dragon
Poison Electro Dragon Ram Rider
Skeletons
Skeletons Fire Spirit Ice Spirit
Poison Skeletons Electro Dragon Ram Rider
Poison Electro Dragon Ram Rider
Skeletons Fire Spirit Ice Spirit Electro Dragon Ram Rider
Fire Spirit Ice Spirit Poison Electro Dragon
Ram Rider
Ice Spirit Ram Rider
Skeletons Poison Electro Dragon
Fire Spirit Ice Spirit Electro Dragon Ram Rider
Poison Fire Spirit Ice Spirit Electro Dragon Ram Rider
Ram Rider
Fire Spirit Poison Electro Dragon

Counters to secondary win conditions

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

Skeletons
Poison Electro Dragon
Skeletons Ice Spirit Electro Dragon Ram Rider
Ram Rider
Skeletons Ram Rider
Fire Spirit Poison Skeletons Ice Spirit Electro Dragon Ram Rider
Skeletons Ram Rider
Electro Dragon Skeletons Ice Spirit Poison
Skeletons
Electro Dragon
Poison
Skeletons Ram Rider
Electro Dragon
Electro Dragon Skeletons Ice Spirit Poison
Poison Electro Dragon

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.)

Poison Electro Dragon
Poison Electro Dragon Ram Rider
Poison Electro Dragon
Poison
Poison Fire Spirit
Poison Fire Spirit Ice Spirit Electro Dragon Ram Rider
Fire Spirit Poison
Poison Fire Spirit Ice Spirit Electro Dragon Ram Rider
Poison Electro Dragon Ram Rider
Fire Spirit Poison Electro Dragon
Poison Electro Dragon Ram Rider
Poison Fire Spirit Electro Dragon
Poison Fire Spirit
Poison Electro Dragon
Poison
Poison Electro Dragon
Poison Electro Dragon
Poison
Fire Spirit Poison Electro Dragon
Fire Spirit Poison Electro Dragon
Poison
Poison
Poison Electro Dragon
Poison Fire Spirit Ice Spirit Electro Dragon
Poison Electro Dragon Ram Rider
Poison Electro Dragon Ram Rider
Poison
Poison Fire Spirit Electro Dragon
Electro Dragon Ice Spirit Poison
Poison Electro Dragon
Ice Spirit Poison Electro Dragon
Poison
Fire Spirit Ice Spirit Electro Dragon
Poison Fire Spirit Electro Dragon Ram Rider
Poison Electro Dragon
Poison Electro Dragon
Poison
Electro Dragon
Electro Dragon Ice Spirit Poison
Poison Electro Dragon
Poison Electro Dragon
Electro Dragon

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