My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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 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 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!

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.

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 Ice Spirit Electro Giant Bandit

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Royal Delivery

Punishments

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

Electro Giant Bandit

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 Electro Giant Bandit

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.

Bandit

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Royal Delivery Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Royal Delivery 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 Royal Delivery 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.

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 Zap Cannon Royal Delivery Bandit Electro Giant

Shortest cycle

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

5 Skeletons Fire Spirit Ice Spirit Zap

Attack Synergies 1 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 Bandit
Ice Spirit
Zap Bandit
Zap
Ice Spirit Fire Spirit Bandit
Cannon
Royal Delivery
Electro Giant
Bandit
Fire Spirit Ice Spirit Zap

Defense Synergies 4 15

Skeletons
Cannon Fire Spirit Ice Spirit Zap Royal Delivery Bandit
Fire Spirit
Skeletons Ice Spirit Zap
Ice Spirit
Zap Skeletons Fire Spirit Cannon Royal Delivery Bandit
Zap
Ice Spirit Cannon Skeletons Fire Spirit Royal Delivery Bandit
Cannon
Skeletons Zap Royal Delivery Ice Spirit Electro Giant Bandit
Royal Delivery
Cannon Skeletons Ice Spirit Zap Bandit
Electro Giant
Cannon
Bandit
Skeletons Ice Spirit Zap Cannon Royal Delivery

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
Skeletons Ice Spirit Zap Cannon Royal Delivery Bandit
Cannon Skeletons Fire Spirit Royal Delivery Bandit
Cannon Skeletons Bandit
Royal Delivery
Royal Delivery Skeletons Fire Spirit Zap Cannon Bandit
Fire Spirit Ice Spirit Zap Cannon Royal Delivery
Zap Cannon Electro Giant Bandit
Cannon Skeletons
Skeletons Fire Spirit Ice Spirit Cannon Royal Delivery Bandit
Skeletons Zap Cannon Royal Delivery Electro Giant Bandit
Zap Royal Delivery
Cannon Skeletons Fire Spirit Ice Spirit Zap Royal Delivery Bandit
Fire Spirit Ice Spirit Zap Cannon Royal Delivery
Cannon Bandit
Ice Spirit Zap Cannon Royal Delivery Electro Giant Bandit
Skeletons Cannon Royal Delivery
Fire Spirit Ice Spirit Cannon Royal Delivery Zap Bandit
Zap Royal Delivery Fire Spirit Ice Spirit Cannon Bandit
Cannon
Fire Spirit Cannon Royal Delivery Electro Giant Bandit
Cannon

Counters to secondary win conditions

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

Skeletons Zap Royal Delivery Electro Giant Bandit
Royal Delivery Bandit Zap
Royal Delivery Bandit Skeletons Ice Spirit Zap
Zap Royal Delivery Bandit
Skeletons Cannon Royal Delivery Bandit
Fire Spirit Royal Delivery Electro Giant Skeletons Ice Spirit Zap
Royal Delivery Skeletons Bandit
Royal Delivery
Zap Royal Delivery Skeletons Ice Spirit Bandit
Skeletons Cannon Royal Delivery
Zap Royal Delivery Electro Giant
Royal Delivery Skeletons Cannon Bandit
Cannon Electro Giant
Electro Giant Skeletons Ice Spirit Zap Royal Delivery
Zap Cannon Royal Delivery Electro Giant
Zap Cannon 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.)

Bandit
Zap Bandit
Bandit
Fire Spirit Zap
Electro Giant Fire Spirit Ice Spirit Zap
Fire Spirit
Fire Spirit Ice Spirit Zap
Zap Bandit
Fire Spirit
Zap Bandit
Fire Spirit Zap
Fire Spirit Bandit
Bandit
Zap
Zap Bandit
Bandit
Fire Spirit Zap Bandit
Fire Spirit Zap Electro Giant
Zap
Zap Electro Giant Fire Spirit Ice Spirit
Zap Bandit
Zap Bandit
Zap Bandit
Fire Spirit Zap Electro Giant
Zap Ice Spirit Electro Giant
Zap Bandit
Zap Ice Spirit
Zap Fire Spirit Ice Spirit Bandit
Fire Spirit Zap
Zap
Zap Electro Giant
Zap Electro Giant Ice Spirit
Zap
Zap Electro Giant Bandit

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