My Best Clash Royale Deck

Deck Check Rating

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

2 problems 1 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 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 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.

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 Giant Skeleton

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 Rocket Tornado Poison

Pump responses

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

Rocket Poison

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Giant Skeleton

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 Giant Skeleton

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Arrows Rocket Tornado Poison

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Arrows Rocket Tornado Poison

Ladder info

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 Arrows Inferno Tower Rocket Tornado Poison Giant Skeleton

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.

Skeletons Electro Spirit Arrows Tornado Poison Inferno Tower Rocket Giant Skeleton

Shortest cycle

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

8 Skeletons Electro Spirit Arrows Tornado

Attack Synergies 1 5

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
Giant Skeleton
Arrows
Giant Skeleton
Inferno Tower
Rocket
Tornado
Tornado
Rocket Poison Giant Skeleton
Poison
Tornado Giant Skeleton
Giant Skeleton
Electro Spirit Arrows Tornado Poison

Defense Synergies 1 12

Skeletons
Electro Spirit Inferno Tower Tornado Poison Giant Skeleton
Electro Spirit
Skeletons
Arrows
Inferno Tower Tornado Giant Skeleton
Inferno Tower
Skeletons Arrows Tornado Poison
Rocket
Tornado
Tornado
Rocket Skeletons Arrows Inferno Tower Poison Giant Skeleton
Poison
Skeletons Inferno Tower Tornado
Giant Skeleton
Skeletons Arrows 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 Inferno Tower
Inferno Tower Skeletons
Inferno Tower Rocket Tornado Skeletons Giant Skeleton
Inferno Tower Skeletons
Arrows Rocket Tornado Poison Giant Skeleton
Arrows Tornado Skeletons Electro Spirit
Inferno Tower Rocket Tornado Electro Spirit Arrows Poison
Rocket Electro Spirit Arrows Inferno Tower Poison Giant Skeleton
Inferno Tower Skeletons Tornado
Tornado Skeletons Inferno Tower Giant Skeleton
Poison Skeletons Electro Spirit Arrows Tornado Giant Skeleton
Arrows Inferno Tower Tornado Poison
Inferno Tower Skeletons Rocket Giant Skeleton
Rocket Electro Spirit Arrows Tornado Poison
Inferno Tower
Inferno Tower Rocket Tornado
Skeletons Arrows Inferno Tower Tornado Poison
Arrows Electro Spirit Tornado
Arrows Tornado Poison Electro Spirit Giant Skeleton
Inferno Tower Tornado
Electro Spirit Arrows Poison Giant Skeleton

Counters to secondary win conditions

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

Skeletons Inferno Tower Giant Skeleton
Poison Arrows Rocket
Giant Skeleton Skeletons Inferno Tower Rocket
Rocket Giant Skeleton Inferno Tower Tornado
Inferno Tower Giant Skeleton Skeletons
Arrows Rocket Poison Skeletons Electro Spirit Tornado
Rocket Skeletons Inferno Tower Giant Skeleton
Inferno Tower Giant Skeleton
Rocket Giant Skeleton Skeletons Electro Spirit Inferno Tower Tornado Poison
Inferno Tower Skeletons
Inferno Tower Giant Skeleton
Rocket Arrows Tornado Poison Giant Skeleton
Rocket Giant Skeleton Skeletons Inferno Tower
Inferno Tower Skeletons Electro Spirit Rocket Tornado Poison Giant Skeleton
Arrows Poison Electro Spirit Inferno Tower Giant Skeleton

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.)

Poison Arrows Rocket Giant Skeleton
Arrows Poison Tornado
Rocket Arrows Poison Giant Skeleton
Arrows Rocket Poison Giant Skeleton
Rocket Poison Arrows
Arrows Poison Electro Spirit Rocket Tornado
Arrows Tornado Poison
Arrows Poison Tornado
Arrows Poison Tornado
Rocket Tornado Poison
Rocket Poison Arrows Tornado
Poison Arrows Rocket Tornado
Rocket Poison
Arrows Rocket Poison
Arrows Poison
Rocket Arrows Poison
Arrows Rocket Poison
Arrows Rocket Tornado Poison
Rocket
Rocket Arrows Poison
Rocket Arrows Tornado Poison
Rocket Poison Giant Skeleton
Rocket Arrows Tornado Poison
Rocket Tornado
Rocket Arrows Poison
Arrows Tornado Poison Electro Spirit
Arrows Poison Tornado
Arrows Tornado Poison
Rocket Poison Arrows Tornado
Poison Arrows Tornado
Rocket Electro Spirit Poison
Poison Arrows Rocket
Rocket Electro Spirit Arrows Poison
Giant Skeleton
Rocket Arrows Poison
Electro Spirit Rocket
Rocket Poison Arrows Tornado
Arrows
Poison Rocket
Arrows Poison
Rocket Arrows Tornado Poison Giant Skeleton
Electro Spirit Rocket Tornado Poison Giant Skeleton
Rocket Tornado Poison
Poison Rocket Tornado Giant Skeleton

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