My Best Clash Royale Deck

Deck Check Rating

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

2 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Little Prince

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 Skeleton Barrel Giant Electro Giant Little Prince

Offensive cards

Win conditions

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

Skeleton Barrel Giant Electro Giant

Damage spells

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

Earthquake

Punishments

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

Skeleton Barrel Giant Electro Giant

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 Skeleton Barrel Giant Electro Giant

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.

Skeleton Barrel

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Earthquake Electro Giant

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 Skeleton Barrel Electro 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

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 Fire Spirit Ice Spirit Skeleton Barrel Earthquake Little Prince Giant Electro Giant

Shortest cycle

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

6 Skeletons Fire Spirit Ice Spirit Skeleton Barrel

Attack Synergies 1 7

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
Skeleton Barrel Giant
Ice Spirit
Skeleton Barrel Giant
Skeleton Barrel
Fire Spirit Ice Spirit Giant
Earthquake
Giant Electro Giant
Giant
Earthquake Fire Spirit Ice Spirit Skeleton Barrel Little Prince
Electro Giant
Earthquake
Little Prince
Giant

Defense Synergies 0 7

Skeletons
Fire Spirit Ice Spirit Earthquake Little Prince
Fire Spirit
Skeletons Ice Spirit
Ice Spirit
Skeletons Fire Spirit Earthquake Little Prince
Skeleton Barrel
Earthquake
Skeletons Ice Spirit
Giant
Electro Giant
Little Prince
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.

Earthquake Skeleton Barrel
Skeletons Ice Spirit
Skeletons Fire Spirit
Skeletons
Earthquake
Skeletons Fire Spirit Earthquake
Fire Spirit Ice Spirit Little Prince
Earthquake Skeleton Barrel Electro Giant
Skeletons
Skeletons Fire Spirit Ice Spirit Little Prince
Skeletons Earthquake Electro Giant
Skeletons Fire Spirit Ice Spirit Earthquake
Fire Spirit Ice Spirit Earthquake
Ice Spirit Electro Giant
Skeletons
Fire Spirit Ice Spirit Little Prince
Earthquake Fire Spirit Ice Spirit Little Prince
Fire Spirit Earthquake Electro Giant Little Prince

Counters to secondary win conditions

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

Skeletons Electro Giant
Skeleton Barrel
Skeletons Ice Spirit
Skeletons
Fire Spirit Electro Giant Skeletons Ice Spirit Skeleton Barrel
Skeletons
Skeletons Ice Spirit
Skeletons
Electro Giant
Skeletons
Electro Giant
Electro Giant Skeletons Ice Spirit Little Prince
Earthquake Electro Giant

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.)

Skeleton Barrel Earthquake
Skeleton Barrel
Earthquake Skeleton Barrel
Earthquake Skeleton Barrel
Fire Spirit Earthquake
Electro Giant Fire Spirit Ice Spirit Skeleton Barrel
Fire Spirit Earthquake
Earthquake Fire Spirit Ice Spirit Skeleton Barrel
Skeleton Barrel
Fire Spirit
Skeleton Barrel Earthquake
Fire Spirit
Earthquake Fire Spirit Skeleton Barrel
Earthquake Skeleton Barrel
Earthquake Skeleton Barrel
Earthquake Skeleton Barrel
Earthquake Skeleton Barrel
Earthquake
Fire Spirit Skeleton Barrel Earthquake
Fire Spirit Skeleton Barrel Earthquake Electro Giant Little Prince
Earthquake
Earthquake Skeleton Barrel
Earthquake Electro Giant Fire Spirit Ice Spirit Little Prince
Skeleton Barrel Earthquake
Skeleton Barrel
Skeleton Barrel
Fire Spirit Electro Giant Little Prince
Ice Spirit Skeleton Barrel Electro Giant
Earthquake
Ice Spirit
Earthquake
Skeleton Barrel Earthquake Fire Spirit Ice Spirit
Fire Spirit
Skeleton Barrel Earthquake
Electro Giant
Electro Giant Ice Spirit
Skeleton Barrel Electro Giant Little Prince

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