My Best Clash Royale Deck

Deck Check Rating

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

3 problems 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 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!
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!

Similar decks

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.

Mortar

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Battle Ram

Offensive cards

Win conditions

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

Mortar Battle Ram

Damage spells

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

Zap Fireball The Log

Punishments

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

Mortar Battle Ram

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.

Electro Spirit Fire Spirit Mortar Battle Ram

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

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 Battle Ram
Giant Snowball
Skeletons Fire Spirit Battle Ram
Zap
Skeletons Fire Spirit Mortar Battle Ram
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Mortar Battle Ram
The Log
Skeletons Electro Spirit Fire Spirit Battle Ram
Earthquake
Skeletons Mortar
Arrows
Skeletons Electro Spirit Fire Spirit
Royal Delivery
Skeletons Electro Spirit Fire Spirit Battle Ram
Fireball
Mortar Battle Ram
Poison
Mortar
Lightning
Mortar Battle Ram
Rocket
Mortar

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Zap Mortar Fireball The Log

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.

Electro Spirit Fire Spirit Battle Ram

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 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.

Skeletons Electro Spirit Fire Spirit Zap The Log Mortar Fireball Battle Ram

Shortest cycle

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

5 Skeletons Electro Spirit Fire Spirit Zap

Attack Synergies 3 12

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
Zap Fireball Battle Ram
Fire Spirit
Zap Mortar Battle Ram
Zap
Fireball Battle Ram Electro Spirit Fire Spirit Mortar The Log
Mortar
Fire Spirit Zap Fireball The Log
Fireball
Zap Electro Spirit Mortar Battle Ram The Log
Battle Ram
Zap The Log Electro Spirit Fire Spirit Fireball
The Log
Battle Ram Zap Mortar Fireball

Defense Synergies 2 13

Skeletons
Electro Spirit Fire Spirit Zap Mortar The Log
Electro Spirit
Skeletons Zap The Log
Fire Spirit
Skeletons Zap The Log
Zap
Fireball Skeletons Electro Spirit Fire Spirit Mortar The Log
Mortar
Skeletons Zap Fireball The Log
Fireball
Zap The Log Mortar
Battle Ram
The Log
Fireball Skeletons Electro Spirit Fire Spirit Zap Mortar

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 Mortar Fireball The Log
Skeletons Zap Mortar The Log
Mortar Skeletons Fire Spirit
Skeletons Mortar
Fireball The Log
Fireball The Log Skeletons Electro Spirit Fire Spirit Zap
Electro Spirit Fire Spirit Zap Mortar Fireball
Electro Spirit Zap Fireball The Log
Skeletons Mortar
Skeletons Fire Spirit
Skeletons Electro Spirit Zap Fireball The Log
Zap Fireball
Mortar Skeletons Fire Spirit Zap Fireball The Log
Fire Spirit Fireball Electro Spirit Zap Mortar The Log
Mortar
Zap Mortar Fireball The Log
Skeletons Mortar Fireball
Fire Spirit Mortar Fireball Electro Spirit Zap The Log
Zap Mortar The Log Electro Spirit Fire Spirit Fireball
Mortar
Electro Spirit Fire Spirit Fireball The Log

Counters to secondary win conditions

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

Skeletons Zap Fireball
Fireball Zap Mortar The Log
Skeletons Zap The Log
Zap Fireball The Log
Skeletons
Fire Spirit Fireball Skeletons Electro Spirit Zap
Skeletons Fireball
Zap Skeletons Electro Spirit Mortar Fireball The Log
Skeletons
Zap Fireball The Log
Skeletons Fireball
Fireball
Skeletons Electro Spirit Zap Mortar Fireball The Log
Electro Spirit Zap Fireball The Log

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 Mortar The Log
Mortar Fireball Zap The Log
Fireball The Log
Fireball The Log
Fireball Fire Spirit Zap Mortar The Log
Fireball Electro Spirit Fire Spirit Zap
Fire Spirit Mortar The Log
Fireball The Log Fire Spirit Zap
Fireball The Log Zap Mortar
Fire Spirit Fireball
Zap Mortar Fireball The Log
Fireball Fire Spirit Zap
Fire Spirit Mortar Fireball The Log
Mortar Fireball
Zap Mortar Fireball The Log
Zap Mortar Fireball The Log
Mortar Fireball The Log
Mortar Fireball
Fire Spirit Zap Mortar Fireball The Log
Fire Spirit Zap Mortar Fireball The Log
Fireball The Log
Fireball
The Log
Zap Mortar Fireball The Log
Zap The Log Electro Spirit Fire Spirit Mortar Fireball
Mortar Fireball The Log Zap
Fireball Zap Mortar The Log
Fireball Zap Mortar The Log
Fire Spirit Zap Fireball
Zap Electro Spirit Fireball
Fireball
Zap Mortar Fireball The Log
Zap Electro Spirit Fireball
Fireball The Log
Zap Electro Spirit Fire Spirit Fireball
Fireball Fire Spirit Zap
The Log Fireball
Fireball
The Log Zap Mortar Fireball
Zap Fireball
Zap Electro Spirit Fireball The Log
Zap Fireball
Zap Mortar Fireball The Log

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