My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Godly!
Synergy
RIP
Versatility
Mediocre
F2P score
Godly!

1 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!
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 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!

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 Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

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 Knight

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.

Arrows

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 Ice Spirit Knight

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
Giant Snowball
Skeletons Fire Spirit
Zap
Skeletons Fire Spirit Inferno Tower
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Ice Spirit Knight Inferno Tower
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit
Earthquake
Skeletons Inferno Tower
Arrows
Skeletons Electro Spirit Fire Spirit Ice Spirit
Royal Delivery
Skeletons Electro Spirit Fire Spirit Ice Spirit Knight
Fireball
Inferno Tower
Poison
Inferno Tower
Lightning
Knight Inferno Tower
Rocket
Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Arrows

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 Ice Spirit Arrows Knight Inferno Tower

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.

Godly!

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 Ice Spirit Arrows Knight Inferno Tower

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Fire Spirit

Attack Synergies 2 2

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
Fire Spirit
Knight
Ice Spirit
Knight
Arrows
Mirror Knight
Knight
Ice Spirit Fire Spirit Arrows
Inferno Tower
Mirror
Arrows

Defense Synergies 4 11

Skeletons
Electro Spirit Fire Spirit Ice Spirit Knight Inferno Tower
Electro Spirit
Skeletons
Fire Spirit
Knight Skeletons Ice Spirit Inferno Tower
Ice Spirit
Inferno Tower Skeletons Fire Spirit Knight
Arrows
Mirror Knight Inferno Tower
Knight
Fire Spirit Inferno Tower Skeletons Ice Spirit Arrows
Inferno Tower
Ice Spirit Knight Skeletons Fire Spirit Arrows Mirror
Mirror
Arrows Inferno Tower

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.

Knight Inferno Tower
Inferno Tower Skeletons Ice Spirit Knight
Inferno Tower Skeletons Fire Spirit Knight
Inferno Tower Skeletons Knight
Arrows
Arrows Skeletons Electro Spirit Fire Spirit
Inferno Tower Electro Spirit Fire Spirit Ice Spirit Arrows
Electro Spirit Arrows Inferno Tower
Inferno Tower Skeletons
Knight Skeletons Fire Spirit Ice Spirit Inferno Tower
Skeletons Electro Spirit Arrows Knight
Arrows Inferno Tower
Inferno Tower Skeletons Fire Spirit Ice Spirit Knight
Fire Spirit Electro Spirit Ice Spirit Arrows
Inferno Tower Knight
Inferno Tower Ice Spirit
Skeletons Arrows Knight Inferno Tower
Fire Spirit Ice Spirit Arrows Electro Spirit Knight
Arrows Electro Spirit Fire Spirit Ice Spirit Knight
Inferno Tower
Electro Spirit Fire Spirit Arrows Knight

Counters to secondary win conditions

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

Knight Skeletons Inferno Tower
Arrows Knight
Skeletons Ice Spirit Knight Inferno Tower
Knight Inferno Tower
Inferno Tower Skeletons Knight
Fire Spirit Arrows Skeletons Electro Spirit Ice Spirit
Skeletons Knight Inferno Tower
Inferno Tower Knight
Skeletons Electro Spirit Ice Spirit Knight Inferno Tower
Inferno Tower Skeletons
Knight Inferno Tower
Arrows
Skeletons Knight Inferno Tower
Inferno Tower Skeletons Electro Spirit Ice Spirit Knight
Arrows Electro Spirit Inferno Tower

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.)

Arrows Knight
Arrows
Arrows
Arrows Knight
Fire Spirit Arrows
Arrows Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Arrows
Arrows Fire Spirit Ice Spirit
Arrows
Fire Spirit
Arrows Knight
Fire Spirit Arrows
Fire Spirit Knight
Arrows
Arrows
Arrows
Arrows
Arrows
Fire Spirit Arrows
Fire Spirit Arrows
Arrows
Arrows
Arrows Electro Spirit Fire Spirit Ice Spirit
Arrows
Arrows
Arrows
Fire Spirit Arrows
Electro Spirit Ice Spirit
Arrows
Electro Spirit Ice Spirit Arrows
Arrows
Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Arrows
Arrows
Knight
Arrows
Arrows
Electro Spirit Ice Spirit

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