My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 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.

Elixir Collector Mega Knight Skeleton King

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 Freeze

Punishments

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

Mega Knight

Pump responses

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

Elixir Collector

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 Mega Knight Skeleton King

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

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Zap Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Zap Freeze Mega Knight Skeleton King

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 Inferno Tower Elixir Collector Freeze Mega Knight

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.

Electro Spirit Fire Spirit Zap Freeze Skeleton King Inferno Tower Elixir Collector Mega Knight

Shortest cycle

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

8 Electro Spirit Fire Spirit Zap Freeze

Attack Synergies 0 4

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
Zap
Fire Spirit
Zap
Zap
Electro Spirit Fire Spirit Freeze Mega Knight
Inferno Tower
Elixir Collector
Freeze
Zap
Mega Knight
Zap
Skeleton King

Defense Synergies 1 7

Electro Spirit
Zap
Fire Spirit
Zap Inferno Tower
Zap
Mega Knight Electro Spirit Fire Spirit Inferno Tower
Inferno Tower
Fire Spirit Zap Mega Knight Skeleton King
Elixir Collector
Freeze
Mega Knight
Mega Knight
Zap Inferno Tower Freeze
Skeleton King
Inferno Tower

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 Inferno Tower
Inferno Tower Zap Mega Knight
Inferno Tower Mega Knight Fire Spirit Freeze
Inferno Tower Mega Knight Skeleton King
Mega Knight
Freeze Electro Spirit Fire Spirit Zap Mega Knight
Inferno Tower Electro Spirit Fire Spirit Zap Freeze
Electro Spirit Zap Inferno Tower Mega Knight
Inferno Tower Skeleton King
Fire Spirit Inferno Tower Mega Knight
Electro Spirit Zap Freeze Mega Knight Skeleton King
Inferno Tower Zap
Inferno Tower Mega Knight Fire Spirit Zap Freeze
Fire Spirit Mega Knight Electro Spirit Zap Freeze Skeleton King
Inferno Tower Mega Knight Skeleton King
Inferno Tower Zap Freeze Mega Knight
Mega Knight Inferno Tower
Fire Spirit Mega Knight Electro Spirit Zap
Zap Freeze Electro Spirit Fire Spirit Mega Knight
Inferno Tower
Mega Knight Electro Spirit Fire Spirit

Counters to secondary win conditions

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

Mega Knight Zap Inferno Tower
Zap Mega Knight
Mega Knight Zap Inferno Tower
Mega Knight Zap Inferno Tower
Inferno Tower Mega Knight
Fire Spirit Electro Spirit Zap Freeze
Inferno Tower
Inferno Tower Mega Knight
Zap Freeze Mega Knight Electro Spirit Inferno Tower
Inferno Tower
Mega Knight Inferno Tower
Mega Knight Zap
Mega Knight Inferno Tower Skeleton King
Mega Knight
Inferno Tower Electro Spirit Zap Freeze Skeleton King
Mega Knight Electro Spirit Zap Inferno Tower Freeze Skeleton King
Inferno Tower

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.)

Freeze
Zap
Freeze
Fire Spirit Zap Mega Knight
Electro Spirit Fire Spirit Zap Freeze
Fire Spirit
Fire Spirit Zap Freeze
Zap
Fire Spirit
Zap
Fire Spirit Zap
Fire Spirit
Freeze
Zap
Zap
Mega Knight
Freeze
Fire Spirit Zap Mega Knight
Fire Spirit Zap Mega Knight
Mega Knight
Zap
Zap Freeze Electro Spirit Fire Spirit Mega Knight
Zap
Zap Mega Knight
Zap
Fire Spirit Zap
Zap Electro Spirit Freeze
Zap Mega Knight
Zap Electro Spirit Freeze
Mega Knight
Zap Electro Spirit Fire Spirit Freeze
Fire Spirit Zap
Freeze
Mega Knight
Zap Skeleton King
Zap
Mega Knight
Zap Electro Spirit Freeze Skeleton King
Zap
Zap Freeze Mega Knight

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