My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
RIP
Versatility
Mediocre
F2P score
Good

3 problems 4 warnings Why?

Missing cards in your collection

Little Prince Archer Queen

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

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 Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Missing

Pump responses

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

Missing

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 Goblins Heal Spirit Electro Giant

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 Clone
Giant Snowball
Skeletons Fire Spirit Goblins Clone
Zap
Skeletons Fire Spirit Goblins Clone
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Goblins Heal Spirit Clone
The Log
Skeletons Electro Spirit Fire Spirit Goblins Heal Spirit Clone
Earthquake
Skeletons Clone
Arrows
Skeletons Electro Spirit Fire Spirit Goblins Heal Spirit Clone
Royal Delivery
Skeletons Electro Spirit Fire Spirit Goblins Heal Spirit Clone
Fireball
Clone
Poison
Clone
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Electro Giant

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 Heal Spirit Clone Electro Giant

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 Goblins Heal 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 Electro Spirit Fire Spirit Heal Spirit Goblins Clone Electro Giant

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Fire Spirit

Attack Synergies 1 1

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
Electro Giant
Fire Spirit
Goblins
Heal Spirit
Mirror
Electro Giant
Clone
Electro Giant
Mirror Electro Spirit

Defense Synergies 0 2

Skeletons
Electro Spirit Fire Spirit
Electro Spirit
Skeletons
Fire Spirit
Skeletons
Goblins
Heal Spirit
Mirror
Clone
Electro Giant

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 Goblins
Skeletons Fire Spirit Goblins
Skeletons Goblins
Skeletons Electro Spirit Fire Spirit Goblins
Electro Spirit Fire Spirit
Electro Spirit Electro Giant
Skeletons Goblins
Skeletons Fire Spirit Goblins
Goblins Skeletons Electro Spirit Electro Giant
Skeletons Fire Spirit
Fire Spirit Electro Spirit Goblins
Electro Giant
Skeletons Goblins
Fire Spirit Electro Spirit Goblins
Electro Spirit Fire Spirit
Electro Spirit Fire Spirit Goblins Electro Giant

Counters to secondary win conditions

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

Skeletons Goblins Electro Giant
Skeletons Goblins
Skeletons
Fire Spirit Electro Giant Skeletons Electro Spirit
Skeletons Goblins
Skeletons Electro Spirit Goblins
Skeletons
Electro Giant
Skeletons
Electro Giant
Electro Giant Skeletons Electro Spirit Goblins
Electro Spirit Electro Giant

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.)

Fire Spirit
Electro Giant Electro Spirit Fire Spirit
Fire Spirit
Fire Spirit
Fire Spirit Goblins
Fire Spirit
Fire Spirit
Fire Spirit
Fire Spirit Electro Giant
Electro Giant Electro Spirit Fire Spirit
Fire Spirit Electro Giant
Electro Spirit Electro Giant
Electro Spirit
Electro Spirit Fire Spirit
Fire Spirit
Electro Giant
Electro Giant Electro Spirit
Electro Giant

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