My Best Clash Royale Deck

Deck Check Rating

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

3 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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

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 Firecracker

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 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.

Electro Spirit Heal Spirit

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 Firecracker

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 Cannon
Zap
Skeletons Cannon Firecracker
Barbarian Barrel
Skeletons Electro Spirit Cannon Firecracker Heal Spirit
The Log
Skeletons Electro Spirit Cannon Firecracker Heal Spirit
Earthquake
Skeletons Cannon Firecracker
Arrows
Skeletons Electro Spirit Firecracker Heal Spirit
Royal Delivery
Skeletons Electro Spirit Firecracker Heal Spirit
Fireball
Cannon Firecracker
Poison
Cannon Firecracker
Lightning
Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Firecracker Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Firecracker Rocket 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 Heal Spirit Rocket

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.

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.

Great!

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 Heal Spirit The Log Cannon Firecracker Rocket

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Heal Spirit

Attack Synergies 1 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
Cannon
Firecracker
Mirror
Heal Spirit
Rocket
Mirror
Mirror
The Log Firecracker Rocket
The Log
Mirror

Defense Synergies 4 9

Skeletons
Cannon Electro Spirit Firecracker The Log
Electro Spirit
Skeletons The Log
Cannon
Skeletons Mirror The Log Firecracker Rocket
Firecracker
The Log Skeletons Cannon Mirror
Heal Spirit
Rocket
Cannon The Log
Mirror
Cannon Firecracker The Log
The Log
Cannon Firecracker Skeletons Electro Spirit Rocket Mirror

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 Firecracker The Log
Skeletons Cannon Firecracker The Log
Cannon Rocket Skeletons
Cannon Skeletons Firecracker
Firecracker Rocket The Log
The Log Skeletons Electro Spirit Cannon Firecracker
Rocket Electro Spirit Cannon Firecracker
Rocket Electro Spirit Cannon The Log
Cannon Skeletons
Skeletons Cannon Firecracker
Skeletons Electro Spirit Cannon Firecracker The Log
Firecracker
Cannon Skeletons Rocket The Log
Rocket Electro Spirit Cannon Firecracker The Log
Cannon
Rocket Cannon The Log
Skeletons Cannon Firecracker
Cannon Electro Spirit Firecracker The Log
The Log Electro Spirit Cannon Firecracker
Cannon
Electro Spirit Cannon Firecracker The Log

Counters to secondary win conditions

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

Skeletons
Firecracker Rocket The Log
Skeletons Rocket The Log
Rocket The Log
Skeletons Cannon
Firecracker Rocket Skeletons Electro Spirit
Rocket Skeletons
Rocket Skeletons Electro Spirit Firecracker The Log
Skeletons Cannon
Rocket The Log
Rocket Skeletons Cannon
Cannon Firecracker
Skeletons Electro Spirit Firecracker Rocket The Log
Electro Spirit Cannon Firecracker 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.)

Firecracker Rocket The Log
Firecracker The Log
Rocket The Log
Firecracker Rocket The Log
Rocket Firecracker The Log
Firecracker Electro Spirit Rocket
Firecracker The Log
The Log Firecracker
The Log Firecracker
Rocket
Firecracker Rocket The Log
Firecracker Rocket
Rocket Firecracker The Log
Firecracker Rocket
Firecracker The Log
Rocket Firecracker The Log
Firecracker Rocket The Log
Rocket
Rocket
Rocket Firecracker The Log
Rocket Firecracker The Log
Rocket The Log
Rocket
Rocket The Log
Rocket The Log
Firecracker The Log Electro Spirit
Firecracker The Log
The Log
Rocket Firecracker The Log
Firecracker
Rocket Electro Spirit Firecracker
Rocket The Log
Rocket Electro Spirit Firecracker
Rocket Firecracker The Log
Electro Spirit Rocket
Rocket Firecracker
The Log
Firecracker Rocket
The Log Firecracker
Rocket
Firecracker
Electro Spirit Firecracker Rocket The Log
Firecracker Rocket
Firecracker Rocket The Log

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