My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Mediocre
Synergy
RIP
Versatility
Bad
F2P score
Mediocre

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 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 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Bats

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 Bats Elixir Collector Giant Skeleton

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.

Rage

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Electro Spirit Giant Skeleton

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.

Electro Spirit Giant Skeleton

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 Bats Clone Giant Skeleton
Giant Snowball
Skeletons Bats Clone
Zap
Skeletons Bats Clone
Barbarian Barrel
Skeletons Electro Spirit Clone Giant Skeleton
The Log
Skeletons Electro Spirit Clone Giant Skeleton
Earthquake
Skeletons Elixir Collector Clone
Arrows
Skeletons Electro Spirit Bats Clone
Royal Delivery
Skeletons Electro Spirit Bats Clone Giant Skeleton
Fireball
Elixir Collector Clone
Poison
Bats Elixir Collector Clone
Lightning
Elixir Collector
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit

Ladder info

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.

Electro Spirit Bats Elixir Collector Rage Clone Giant Skeleton

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 Electro Spirit Bats Rage Clone Elixir Collector Giant Skeleton

Shortest cycle

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

4 Mirror Skeletons Electro Spirit Bats

Attack Synergies 2 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
Electro Spirit
Giant Skeleton
Bats
Giant Skeleton Rage Clone
Elixir Collector
Mirror
Giant Skeleton
Rage
Bats Giant Skeleton
Clone
Giant Skeleton Bats
Giant Skeleton
Bats Clone Electro Spirit Mirror Rage

Defense Synergies 0 4

Skeletons
Electro Spirit Bats Giant Skeleton
Electro Spirit
Skeletons
Bats
Skeletons Giant Skeleton
Elixir Collector
Mirror
Rage
Clone
Giant Skeleton
Skeletons Bats

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.

Skeletons Bats
Skeletons Bats Giant Skeleton
Skeletons Bats
Giant Skeleton
Skeletons Electro Spirit Bats
Bats Electro Spirit
Electro Spirit Giant Skeleton
Skeletons
Skeletons Giant Skeleton
Bats Skeletons Electro Spirit Giant Skeleton
Bats
Skeletons Bats Giant Skeleton
Electro Spirit Bats
Skeletons Bats
Electro Spirit Bats
Electro Spirit Bats Giant Skeleton
Electro Spirit Bats Giant Skeleton

Counters to secondary win conditions

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

Skeletons Giant Skeleton
Giant Skeleton Skeletons Bats
Giant Skeleton Bats
Giant Skeleton Skeletons
Skeletons Electro Spirit Bats
Skeletons Bats Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons Electro Spirit Bats
Skeletons
Bats Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons
Skeletons Electro Spirit Bats Giant Skeleton
Bats Electro Spirit Giant Skeleton

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.)

Giant Skeleton
Giant Skeleton
Giant Skeleton
Electro Spirit Bats
Bats
Bats
Giant Skeleton
Electro Spirit
Bats
Electro Spirit Bats
Electro Spirit
Giant Skeleton
Electro Spirit Bats
Giant Skeleton
Electro Spirit Bats Giant Skeleton
Bats
Giant Skeleton

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