My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Bad
Versatility
Mediocre
F2P score
Mediocre

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats

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.

Ice Spirit Bats Giant Skeleton

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Wall Breakers

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.

Wall Breakers

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 Wall Breakers 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
Bats Wall Breakers Clone Giant Skeleton
Giant Snowball
Fire Spirit Bats Wall Breakers Clone
Zap
Fire Spirit Bats Wall Breakers Clone
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Wall Breakers Clone Giant Skeleton
The Log
Electro Spirit Fire Spirit Ice Spirit Wall Breakers Clone Giant Skeleton
Earthquake
Clone
Arrows
Electro Spirit Fire Spirit Ice Spirit Bats Wall Breakers Clone
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Bats Wall Breakers Clone Giant Skeleton
Fireball
Wall Breakers Clone
Poison
Bats Clone
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit 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 Fire Spirit Ice Spirit Bats Clone Giant Skeleton

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Ice Spirit Bats Wall Breakers The Log Clone Giant Skeleton

Shortest cycle

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

5 Electro Spirit Fire Spirit Ice Spirit Bats

Attack Synergies 2 11

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.

Electro Spirit
Wall Breakers Giant Skeleton
Fire Spirit
Wall Breakers Giant Skeleton
Ice Spirit
Bats Wall Breakers Giant Skeleton
Bats
Giant Skeleton Ice Spirit Wall Breakers Clone
Wall Breakers
Electro Spirit Fire Spirit Ice Spirit Bats The Log
Clone
Giant Skeleton Bats
Giant Skeleton
Bats Clone Electro Spirit Fire Spirit Ice Spirit The Log
The Log
Wall Breakers Giant Skeleton

Defense Synergies 0 10

Electro Spirit
The Log
Fire Spirit
Ice Spirit Giant Skeleton The Log
Ice Spirit
Fire Spirit Bats Giant Skeleton The Log
Bats
Ice Spirit Giant Skeleton The Log
Wall Breakers
Clone
Giant Skeleton
Fire Spirit Ice Spirit Bats The Log
The Log
Electro Spirit Fire Spirit Ice Spirit Bats Giant Skeleton

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.

The Log
Ice Spirit Bats The Log
Fire Spirit Bats Giant Skeleton
Bats
Giant Skeleton The Log
The Log Electro Spirit Fire Spirit Bats
Bats Electro Spirit Fire Spirit Ice Spirit
Electro Spirit Giant Skeleton The Log
Fire Spirit Ice Spirit Giant Skeleton
Bats Electro Spirit Giant Skeleton The Log
Bats
Fire Spirit Ice Spirit Bats Giant Skeleton The Log
Fire Spirit Electro Spirit Ice Spirit Bats The Log
Ice Spirit The Log
Bats
Fire Spirit Ice Spirit Electro Spirit Bats The Log
The Log Electro Spirit Fire Spirit Ice Spirit Bats Giant Skeleton
Electro Spirit Fire Spirit Bats Giant Skeleton The Log

Counters to secondary win conditions

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

Giant Skeleton
The Log
Giant Skeleton Ice Spirit Bats The Log
Giant Skeleton Bats The Log
Giant Skeleton
Fire Spirit Electro Spirit Ice Spirit Bats
Bats Giant Skeleton
Giant Skeleton
Giant Skeleton Electro Spirit Ice Spirit Bats The Log
Bats Giant Skeleton
Giant Skeleton The Log
Giant Skeleton
Electro Spirit Ice Spirit Bats Giant Skeleton The Log
Bats Electro Spirit Giant Skeleton 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.)

Giant Skeleton The Log
The Log
Giant Skeleton The Log
Giant Skeleton The Log
Fire Spirit The Log
Electro Spirit Fire Spirit Ice Spirit Bats
Fire Spirit The Log
The Log Fire Spirit Ice Spirit
The Log
Fire Spirit Bats
The Log
Fire Spirit
Fire Spirit The Log
The Log
The Log
The Log
Bats
Fire Spirit The Log
Fire Spirit The Log
Giant Skeleton The Log
The Log
The Log
The Log Electro Spirit Fire Spirit Ice Spirit
The Log
The Log
The Log
Fire Spirit Bats
Electro Spirit Ice Spirit Bats
The Log
Electro Spirit Ice Spirit
Giant Skeleton
The Log
Electro Spirit Fire Spirit Ice Spirit Bats
Fire Spirit
The Log
The Log
Giant Skeleton
Electro Spirit Ice Spirit Bats Giant Skeleton The Log
Bats
Giant Skeleton The Log

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