My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
Bad
Versatility
RIP
F2P score
Great!

3 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 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 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 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!

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 Bandit

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.

Zap Fireball

Punishments

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

Bandit

Pump responses

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

Fireball

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Fireball

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

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.

Fireball

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 Fireball

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.

Mirror Skeletons Fire Spirit Ice Spirit Heal Spirit Zap Bandit Fireball

Shortest cycle

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

3 Mirror Skeletons Fire Spirit Ice Spirit

Attack Synergies 4 6

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 Fireball Mirror Fire Spirit Heal Spirit Bandit
Heal Spirit
Zap Bandit
Fireball
Zap Mirror
Mirror
Zap Fireball
Bandit
Fire Spirit Ice Spirit Zap Heal Spirit

Defense Synergies 4 10

Skeletons
Fire Spirit Ice Spirit Zap Bandit
Fire Spirit
Skeletons Ice Spirit Zap
Ice Spirit
Zap Skeletons Fire Spirit Fireball Bandit
Zap
Ice Spirit Fireball Mirror Skeletons Fire Spirit Bandit
Heal Spirit
Fireball
Zap Mirror Ice Spirit Bandit
Mirror
Zap Fireball
Bandit
Skeletons Ice Spirit Zap Fireball

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 Fireball
Skeletons Ice Spirit Zap Bandit
Skeletons Fire Spirit Bandit
Skeletons Bandit
Fireball
Fireball Skeletons Fire Spirit Zap Bandit
Fire Spirit Ice Spirit Zap Fireball
Zap Fireball Bandit
Skeletons
Skeletons Fire Spirit Ice Spirit Bandit
Skeletons Zap Fireball Bandit
Zap Fireball
Skeletons Fire Spirit Ice Spirit Zap Fireball Bandit
Fire Spirit Fireball Ice Spirit Zap
Bandit
Ice Spirit Zap Fireball Bandit
Skeletons Fireball
Fire Spirit Ice Spirit Fireball Zap Bandit
Zap Fire Spirit Ice Spirit Fireball Bandit
Fire Spirit Fireball Bandit

Counters to secondary win conditions

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

Skeletons Zap Fireball Bandit
Fireball Bandit Zap
Bandit Skeletons Ice Spirit Zap
Zap Fireball Bandit
Skeletons Bandit
Fire Spirit Fireball Skeletons Ice Spirit Zap
Skeletons Fireball Bandit
Zap Skeletons Ice Spirit Fireball Bandit
Skeletons
Zap Fireball
Skeletons Fireball Bandit
Fireball
Skeletons Ice Spirit Zap Fireball
Zap Fireball

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.)

Fireball Bandit
Fireball Zap Bandit
Fireball Bandit
Fireball
Fireball Fire Spirit Zap
Fireball Fire Spirit Ice Spirit Zap
Fire Spirit
Fireball Fire Spirit Ice Spirit Zap
Fireball Zap Bandit
Fire Spirit Fireball
Zap Fireball Bandit
Fireball Fire Spirit Zap
Fire Spirit Fireball Bandit
Fireball Bandit
Zap Fireball
Zap Fireball Bandit
Fireball Bandit
Fireball
Fire Spirit Zap Fireball Bandit
Fire Spirit Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fire Spirit Ice Spirit Fireball
Fireball Zap Bandit
Fireball Zap Bandit
Fireball Zap Bandit
Fire Spirit Zap Fireball
Zap Ice Spirit Fireball
Fireball
Zap Fireball Bandit
Zap Ice Spirit Fireball
Fireball
Zap Fire Spirit Ice Spirit Fireball Bandit
Fireball Fire Spirit Zap
Fireball
Fireball
Zap Fireball
Zap Fireball
Zap Ice Spirit Fireball
Zap Fireball
Zap Fireball Bandit

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