My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Good
Synergy
RIP
Versatility
RIP
F2P score
Good

4 problems 4 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!
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!
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 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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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

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

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.

Royal Delivery Earthquake Tornado The Log

Pump responses

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

Earthquake

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Royal Delivery Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Royal Delivery Earthquake Tornado The Log

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 Royal Delivery Tornado

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Skeletons Fire Spirit Ice Spirit The Log Royal Delivery Earthquake Tornado

Shortest cycle

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

3 Mirror Skeletons Fire Spirit Ice Spirit

Attack Synergies 1 5

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
Ice Spirit
Royal Delivery
Earthquake
Mirror Tornado The Log
Mirror
The Log Earthquake Tornado
Tornado
Earthquake Mirror The Log
The Log
Mirror Earthquake Tornado

Defense Synergies 3 19

Skeletons
Fire Spirit Ice Spirit Royal Delivery Earthquake Tornado The Log
Fire Spirit
Skeletons Ice Spirit Tornado The Log
Ice Spirit
Skeletons Fire Spirit Royal Delivery Earthquake Tornado The Log
Royal Delivery
Mirror Tornado Skeletons Ice Spirit Earthquake The Log
Earthquake
Skeletons Ice Spirit Royal Delivery Tornado The Log
Mirror
Royal Delivery Tornado The Log
Tornado
Royal Delivery Mirror Skeletons Fire Spirit Ice Spirit Earthquake The Log
The Log
Skeletons Fire Spirit Ice Spirit Royal Delivery Earthquake Mirror Tornado

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.

Earthquake The Log
Skeletons Ice Spirit Royal Delivery The Log
Tornado Skeletons Fire Spirit Royal Delivery
Skeletons
Royal Delivery Earthquake Tornado The Log
Royal Delivery Tornado The Log Skeletons Fire Spirit Earthquake
Tornado Fire Spirit Ice Spirit Royal Delivery
Earthquake The Log
Skeletons Tornado
Tornado Skeletons Fire Spirit Ice Spirit Royal Delivery
Skeletons Royal Delivery Earthquake Tornado The Log
Royal Delivery Tornado
Skeletons Fire Spirit Ice Spirit Royal Delivery Earthquake The Log
Fire Spirit Ice Spirit Royal Delivery Earthquake Tornado The Log
Tornado Ice Spirit Royal Delivery The Log
Skeletons Royal Delivery Tornado
Fire Spirit Ice Spirit Royal Delivery Tornado The Log
Royal Delivery Earthquake Tornado The Log Fire Spirit Ice Spirit
Tornado
Fire Spirit Royal Delivery Earthquake The Log

Counters to secondary win conditions

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

Skeletons Royal Delivery
Royal Delivery The Log
Royal Delivery Skeletons Ice Spirit The Log
Royal Delivery Tornado The Log
Skeletons Royal Delivery
Fire Spirit Royal Delivery Skeletons Ice Spirit Tornado
Royal Delivery Skeletons
Royal Delivery
Royal Delivery Skeletons Ice Spirit Tornado The Log
Skeletons Royal Delivery
Royal Delivery Tornado The Log
Royal Delivery Skeletons
Skeletons Ice Spirit Royal Delivery Tornado The Log
Royal Delivery Earthquake The Log
Royal Delivery

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.)

Earthquake The Log
Tornado The Log
Earthquake The Log
Earthquake The Log
Fire Spirit Earthquake The Log
Fire Spirit Ice Spirit Tornado
Fire Spirit Earthquake Tornado The Log
Earthquake The Log Fire Spirit Ice Spirit Tornado
The Log Tornado
Fire Spirit Tornado
Earthquake Tornado The Log
Fire Spirit Tornado
Earthquake Fire Spirit The Log
Earthquake
Earthquake The Log
Earthquake The Log
Earthquake The Log
Earthquake Tornado
Fire Spirit Earthquake The Log
Fire Spirit Earthquake Tornado The Log
Earthquake The Log
Tornado
Tornado The Log
Earthquake The Log
Earthquake Tornado The Log Fire Spirit Ice Spirit
The Log Earthquake Tornado
Tornado The Log
Tornado The Log
Fire Spirit Tornado
Ice Spirit
Earthquake The Log
Ice Spirit
Earthquake The Log
Earthquake Fire Spirit Ice Spirit
Fire Spirit Tornado
The Log
The Log Earthquake
Tornado
Ice Spirit Tornado The Log
Tornado
Tornado The Log

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