My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap Rage

Punishments

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

Graveyard

Pump responses

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

Graveyard

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit

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.

Graveyard

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 Army Graveyard
Giant Snowball
Skeletons Fire Spirit Cannon Skeleton Army Graveyard
Zap
Skeletons Fire Spirit Cannon Skeleton Army Graveyard
Barbarian Barrel
Skeletons Fire Spirit Cannon Skeleton Army Graveyard
The Log
Skeletons Fire Spirit Cannon Skeleton Army Graveyard
Earthquake
Skeletons Cannon Skeleton Army Graveyard
Arrows
Skeletons Fire Spirit Skeleton Army Graveyard
Royal Delivery
Skeletons Fire Spirit Skeleton Army Graveyard
Fireball
Cannon Skeleton Army
Poison
Cannon Skeleton Army Graveyard
Lightning
Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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 Rage Skeleton Army

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.

Skeleton Army Graveyard

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

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.

Mediocre

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 Zap Rage Cannon Skeleton Army Graveyard

Shortest cycle

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

4 Mirror Skeletons Fire Spirit Zap

Attack Synergies 2 3

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
Zap
Mirror Graveyard Fire Spirit
Cannon
Mirror
Zap Skeleton Army Graveyard
Rage
Skeleton Army
Mirror
Graveyard
Zap Mirror

Defense Synergies 5 5

Skeletons
Cannon Fire Spirit Zap
Fire Spirit
Skeletons Zap
Zap
Cannon Mirror Skeletons Fire Spirit Skeleton Army
Cannon
Skeletons Zap Mirror Skeleton Army
Mirror
Zap Cannon Skeleton Army
Rage
Skeleton Army
Mirror Zap Cannon
Graveyard

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
Skeleton Army Skeletons Zap Cannon
Cannon Skeleton Army Skeletons Fire Spirit
Cannon Skeleton Army Skeletons
Skeleton Army
Skeleton Army Skeletons Fire Spirit Zap Cannon
Fire Spirit Zap Cannon
Zap Cannon
Cannon Skeletons Skeleton Army
Skeleton Army Skeletons Fire Spirit Cannon
Skeleton Army Skeletons Zap Cannon
Zap
Cannon Skeleton Army Skeletons Fire Spirit Zap
Fire Spirit Skeleton Army Zap Cannon
Skeleton Army Cannon
Skeleton Army Zap Cannon
Skeletons Cannon Skeleton Army
Fire Spirit Cannon Zap Skeleton Army
Zap Fire Spirit Cannon
Cannon
Skeleton Army Fire Spirit Cannon

Counters to secondary win conditions

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

Skeleton Army Skeletons Zap
Zap
Skeleton Army Skeletons Zap
Skeleton Army Zap
Skeletons Cannon Skeleton Army
Fire Spirit Skeletons Zap
Skeleton Army Skeletons
Skeleton Army
Zap Skeletons Skeleton Army
Skeletons Cannon Skeleton Army
Skeleton Army Zap
Skeleton Army Skeletons Cannon
Cannon Skeleton Army
Skeleton Army Skeletons Zap
Zap Cannon
Zap Cannon

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.)

Zap
Fire Spirit Zap
Fire Spirit Zap
Fire Spirit
Fire Spirit Zap
Zap
Fire Spirit
Zap
Fire Spirit Zap
Fire Spirit
Zap
Zap
Fire Spirit Zap
Fire Spirit Zap
Zap
Zap Fire Spirit
Zap
Zap
Zap
Fire Spirit Zap
Zap
Zap
Zap
Zap Fire Spirit Skeleton Army
Fire Spirit Zap
Zap
Zap
Zap
Zap
Zap

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