My Best Clash Royale Deck

Deck Check Rating

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

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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
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!

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 Goblin Hut

Defensive buildings

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

Goblin Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Goblin Hut Bowler Royal Ghost

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.

The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Ghost

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 Royal Ghost

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 Royal Ghost

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 Goblin Hut
Zap
Skeletons Fire Spirit Goblin Hut
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Goblin Hut Royal Ghost
The Log
Skeletons Electro Spirit Fire Spirit Goblin Hut
Earthquake
Skeletons Goblin Hut
Arrows
Skeletons Electro Spirit Fire Spirit Goblin Hut
Royal Delivery
Skeletons Electro Spirit Fire Spirit Goblin Hut Bowler Royal Ghost
Fireball
Goblin Hut Bowler
Poison
Goblin Hut
Lightning
Goblin Hut Bowler
Rocket
Goblin Hut Bowler

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Bowler The Log Royal Ghost

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 Bowler Royal Ghost

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Electro Spirit Fire Spirit Skeletons The Log Royal Ghost Bowler Goblin Hut

Shortest cycle

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

3 Mirror Electro Spirit Fire Spirit Skeletons

Attack Synergies 1 8

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.

Bowler
Electro Spirit Fire Spirit Goblin Hut The Log
Electro Spirit
Bowler
Fire Spirit
Bowler
Royal Ghost
Goblin Hut Mirror
Goblin Hut
Bowler Royal Ghost The Log Mirror
The Log
Mirror Bowler Goblin Hut
Mirror
The Log Royal Ghost Goblin Hut
Skeletons

Defense Synergies 1 14

Bowler
The Log Goblin Hut Mirror Skeletons
Electro Spirit
The Log Skeletons
Fire Spirit
The Log Skeletons
Royal Ghost
Goblin Hut The Log Skeletons
Goblin Hut
Bowler Royal Ghost Mirror Skeletons
The Log
Bowler Electro Spirit Fire Spirit Royal Ghost Mirror Skeletons
Mirror
Bowler Goblin Hut The Log
Skeletons
Bowler Electro Spirit Fire Spirit Royal Ghost Goblin Hut The Log

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.

Bowler Goblin Hut The Log
Goblin Hut The Log Skeletons
Bowler Goblin Hut Fire Spirit Skeletons
Goblin Hut Bowler Skeletons
Bowler The Log
Bowler The Log Electro Spirit Fire Spirit Royal Ghost Skeletons
Electro Spirit Fire Spirit Goblin Hut
Bowler Electro Spirit The Log
Goblin Hut Skeletons
Bowler Fire Spirit Royal Ghost Skeletons
Bowler Electro Spirit Royal Ghost Goblin Hut The Log Skeletons
Goblin Hut
Bowler Goblin Hut Fire Spirit The Log Skeletons
Bowler Fire Spirit Electro Spirit Royal Ghost Goblin Hut The Log
Goblin Hut
Bowler Goblin Hut The Log
Bowler Goblin Hut Skeletons
Fire Spirit Bowler Electro Spirit Royal Ghost Goblin Hut The Log
The Log Bowler Electro Spirit Fire Spirit Royal Ghost Goblin Hut
Goblin Hut
Bowler Royal Ghost Electro Spirit Fire Spirit The Log

Counters to secondary win conditions

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

Bowler Royal Ghost Goblin Hut Skeletons
Bowler Royal Ghost The Log
Bowler Goblin Hut The Log Skeletons
Bowler The Log
Bowler Goblin Hut Skeletons
Fire Spirit Electro Spirit Goblin Hut Skeletons
Bowler Goblin Hut Skeletons
Electro Spirit Goblin Hut The Log Skeletons
Goblin Hut Skeletons
Bowler Goblin Hut
Bowler The Log
Bowler Skeletons
Bowler
Goblin Hut Bowler Electro Spirit The Log Skeletons
Bowler Electro Spirit Royal Ghost Goblin Hut 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.)

Royal Ghost The Log
Bowler Royal Ghost The Log
Goblin Hut The Log
The Log
Bowler Fire Spirit The Log
Electro Spirit Fire Spirit
Bowler Fire Spirit The Log
The Log Bowler Fire Spirit
The Log
Bowler Fire Spirit
Bowler The Log
Fire Spirit
Bowler Fire Spirit Goblin Hut The Log
Goblin Hut The Log
Bowler Goblin Hut The Log
Bowler Goblin Hut The Log
Bowler Fire Spirit The Log
Bowler Fire Spirit The Log
Bowler The Log
Bowler The Log
The Log
The Log Bowler Electro Spirit Fire Spirit
The Log Bowler Royal Ghost
Bowler The Log
The Log
Fire Spirit
Electro Spirit Goblin Hut
Bowler
The Log
Electro Spirit
Bowler The Log
Electro Spirit Fire Spirit Goblin Hut
Fire Spirit
The Log
Bowler
The Log Bowler
Bowler Electro Spirit The Log
Bowler Royal Ghost The Log

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