My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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 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!
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!

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.

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

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.

Rocket Tornado The Log

Pump responses

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

Rocket

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

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Rocket Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Rocket Tornado 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.

Fire Spirit Ice Spirit Rocket Tornado

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.

Good

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 The Log Cannon Tornado Rocket

Shortest cycle

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

3 Mirror Skeletons Fire Spirit Ice Spirit

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
Ice Spirit
Cannon
Rocket
Tornado Mirror
Mirror
The Log Rocket Tornado
Tornado
Rocket Mirror The Log
The Log
Mirror Tornado

Defense Synergies 5 15

Skeletons
Cannon Fire Spirit Ice Spirit Tornado The Log
Fire Spirit
Skeletons Ice Spirit Tornado The Log
Ice Spirit
Skeletons Fire Spirit Cannon Rocket Tornado The Log
Cannon
Skeletons Mirror The Log Ice Spirit Rocket
Rocket
Tornado Ice Spirit Cannon The Log
Mirror
Cannon Tornado The Log
Tornado
Rocket Mirror Skeletons Fire Spirit Ice Spirit The Log
The Log
Cannon Skeletons Fire Spirit Ice Spirit Rocket Mirror Tornado

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.

Rocket Cannon The Log
Skeletons Ice Spirit Cannon The Log
Cannon Rocket Tornado Skeletons Fire Spirit
Cannon Skeletons
Rocket Tornado The Log
Tornado The Log Skeletons Fire Spirit Cannon
Rocket Tornado Fire Spirit Ice Spirit Cannon
Rocket Cannon The Log
Cannon Skeletons Tornado
Tornado Skeletons Fire Spirit Ice Spirit Cannon
Skeletons Cannon Tornado The Log
Tornado
Cannon Skeletons Fire Spirit Ice Spirit Rocket The Log
Fire Spirit Rocket Ice Spirit Cannon Tornado The Log
Cannon
Rocket Tornado Ice Spirit Cannon The Log
Skeletons Cannon Tornado
Fire Spirit Ice Spirit Cannon Tornado The Log
Tornado The Log Fire Spirit Ice Spirit Cannon
Cannon Tornado
Fire Spirit Cannon The Log

Counters to secondary win conditions

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

Skeletons
Rocket The Log
Skeletons Ice Spirit Rocket The Log
Rocket Tornado The Log
Skeletons Cannon
Fire Spirit Rocket Skeletons Ice Spirit Tornado
Rocket Skeletons
Rocket Skeletons Ice Spirit Tornado The Log
Skeletons Cannon
Rocket Tornado The Log
Rocket Skeletons Cannon
Cannon
Skeletons Ice Spirit Rocket Tornado The Log
Cannon The Log
Cannon
Cannon Tornado
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.)

Rocket The Log
Tornado The Log
Rocket The Log
Rocket The Log
Rocket Fire Spirit The Log
Fire Spirit Ice Spirit Rocket Tornado
Fire Spirit Tornado The Log
The Log Fire Spirit Ice Spirit Tornado
The Log Tornado
Rocket Fire Spirit Tornado
Rocket Tornado The Log
Fire Spirit Rocket Tornado
Rocket Fire Spirit The Log
Rocket
The Log
Rocket The Log
Rocket The Log
Rocket Tornado
Rocket
Rocket Fire Spirit The Log
Rocket Fire Spirit Tornado The Log
Rocket The Log
Rocket Tornado
Rocket Tornado The Log
Rocket The Log
Tornado The Log Fire Spirit Ice Spirit
The Log Tornado
Tornado The Log
Rocket Tornado The Log
Fire Spirit Tornado
Rocket Ice Spirit
Rocket The Log
Rocket Ice Spirit
Rocket The Log
Fire Spirit Ice Spirit Rocket
Rocket Fire Spirit Tornado
The Log
Rocket
The Log
Rocket Tornado
Ice Spirit Rocket Tornado The Log
Rocket Tornado
Rocket Tornado The Log
Rocket

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