My Best Clash Royale Deck

Deck Check Rating

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

4 problems 5 warnings Why?

Missing cards in your collection

Fisherman

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!
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 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 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!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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 Ice Spirit

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.

Zap Giant Snowball Barbarian Barrel

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.

Fire Spirit Ice Spirit Heal Spirit Barbarian Barrel

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
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Heal Spirit
The Log
Skeletons Fire Spirit Ice Spirit Heal Spirit
Earthquake
Skeletons
Arrows
Skeletons Fire Spirit Ice Spirit Heal Spirit
Royal Delivery
Skeletons Fire Spirit Ice Spirit Heal Spirit
Fireball
Poison
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Giant Snowball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Giant Snowball Barbarian Barrel

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.

Fire Spirit Ice Spirit Heal Spirit

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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Fire Spirit Ice Spirit Heal Spirit Zap Giant Snowball Barbarian Barrel

Shortest cycle

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

3 Mirror Skeletons Fire Spirit Ice Spirit

Attack Synergies 2 10

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
Fire Spirit
Zap Giant Snowball
Ice Spirit
Zap Giant Snowball Barbarian Barrel
Zap
Ice Spirit Mirror Fire Spirit Giant Snowball Heal Spirit Barbarian Barrel
Giant Snowball
Fire Spirit Ice Spirit Zap Mirror Barbarian Barrel
Heal Spirit
Zap
Mirror
Zap Giant Snowball Barbarian Barrel
Barbarian Barrel
Ice Spirit Zap Giant Snowball Mirror

Defense Synergies 4 13

Skeletons
Fire Spirit Ice Spirit Zap Giant Snowball Barbarian Barrel
Fire Spirit
Skeletons Ice Spirit Zap Giant Snowball
Ice Spirit
Zap Skeletons Fire Spirit Giant Snowball Barbarian Barrel
Zap
Ice Spirit Mirror Skeletons Fire Spirit Giant Snowball Barbarian Barrel
Giant Snowball
Mirror Skeletons Fire Spirit Ice Spirit Zap Barbarian Barrel
Heal Spirit
Mirror
Zap Giant Snowball Barbarian Barrel
Barbarian Barrel
Mirror Skeletons Ice Spirit Zap Giant Snowball

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.

Zap Barbarian Barrel
Skeletons Ice Spirit Zap
Skeletons Fire Spirit Giant Snowball
Skeletons
Barbarian Barrel
Barbarian Barrel Skeletons Fire Spirit Zap Giant Snowball
Giant Snowball Fire Spirit Ice Spirit Zap
Zap Barbarian Barrel
Skeletons
Skeletons Fire Spirit Ice Spirit Giant Snowball Barbarian Barrel
Skeletons Zap Giant Snowball Barbarian Barrel
Zap Giant Snowball
Skeletons Fire Spirit Ice Spirit Zap Giant Snowball
Fire Spirit Ice Spirit Zap Giant Snowball Barbarian Barrel
Ice Spirit Zap Giant Snowball
Skeletons
Fire Spirit Ice Spirit Zap Giant Snowball Barbarian Barrel
Zap Giant Snowball Barbarian Barrel Fire Spirit Ice Spirit
Fire Spirit Giant Snowball Barbarian Barrel

Counters to secondary win conditions

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

Skeletons Zap Giant Snowball Barbarian Barrel
Zap Giant Snowball Barbarian Barrel
Skeletons Ice Spirit Zap
Zap Barbarian Barrel
Skeletons
Fire Spirit Skeletons Ice Spirit Zap Giant Snowball
Skeletons
Zap Skeletons Ice Spirit Giant Snowball Barbarian Barrel
Skeletons
Zap Giant Snowball
Skeletons
Skeletons Ice Spirit Zap Barbarian Barrel
Zap Giant Snowball Barbarian Barrel

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.)

Barbarian Barrel
Zap Giant Snowball Barbarian Barrel
Barbarian Barrel
Barbarian Barrel
Fire Spirit Zap Giant Snowball Barbarian Barrel
Fire Spirit Ice Spirit Zap Giant Snowball
Fire Spirit
Fire Spirit Ice Spirit Zap Giant Snowball Barbarian Barrel
Zap Giant Snowball
Fire Spirit Giant Snowball
Zap Barbarian Barrel
Fire Spirit Zap Giant Snowball
Fire Spirit Giant Snowball Barbarian Barrel
Barbarian Barrel
Zap Giant Snowball Barbarian Barrel
Zap Giant Snowball Barbarian Barrel
Barbarian Barrel
Giant Snowball Barbarian Barrel
Fire Spirit Zap Giant Snowball Barbarian Barrel
Fire Spirit Zap Giant Snowball Barbarian Barrel
Giant Snowball
Zap Giant Snowball Barbarian Barrel
Zap Giant Snowball Fire Spirit Ice Spirit Barbarian Barrel
Zap Giant Snowball Barbarian Barrel
Zap Giant Snowball
Zap Barbarian Barrel
Fire Spirit Zap Giant Snowball
Zap Ice Spirit Giant Snowball
Giant Snowball
Zap Giant Snowball
Zap Ice Spirit Giant Snowball
Giant Snowball
Zap Fire Spirit Ice Spirit Barbarian Barrel
Fire Spirit Zap Giant Snowball
Barbarian Barrel
Zap Giant Snowball
Zap Giant Snowball
Zap Ice Spirit Giant Snowball
Zap Giant Snowball
Zap Giant Snowball Barbarian Barrel

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