My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Good
Synergy
Great!
Versatility
Mediocre
F2P score
Great!

1 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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minions Flying Machine

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 Flying Machine Giant Lava Hound

Offensive cards

Win conditions

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

Giant Lava Hound

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Tornado

Punishments

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

Giant

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 Flying Machine Giant Lava Hound

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
Minions Giant Lava Hound
Giant Snowball
Fire Spirit Minions Flying Machine Lava Hound
Zap
Fire Spirit Minions Flying Machine Lava Hound
Barbarian Barrel
Fire Spirit Ice Spirit
The Log
Fire Spirit Ice Spirit
Earthquake
Arrows
Fire Spirit Ice Spirit Minions Flying Machine Lava Hound
Royal Delivery
Fire Spirit Ice Spirit Minions Flying Machine Lava Hound
Fireball
Minions Flying Machine Lava Hound
Poison
Minions Flying Machine Lava Hound
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Tornado

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 Tornado

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 Minions Lava Hound

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Spirit Zap Minions Tornado Flying Machine Giant Lava Hound

Shortest cycle

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

7 Fire Spirit Ice Spirit Zap Minions

Attack Synergies 7 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.

Fire Spirit
Zap Giant
Ice Spirit
Zap Minions Giant
Zap
Ice Spirit Giant Tornado Fire Spirit Minions Flying Machine Lava Hound
Minions
Ice Spirit Giant Lava Hound Zap
Flying Machine
Lava Hound Zap Giant
Giant
Zap Minions Fire Spirit Ice Spirit Flying Machine Tornado
Tornado
Zap Giant
Lava Hound
Minions Flying Machine Zap

Defense Synergies 1 10

Fire Spirit
Ice Spirit Zap Tornado
Ice Spirit
Zap Fire Spirit Minions Flying Machine Tornado
Zap
Ice Spirit Fire Spirit Minions Flying Machine Tornado
Minions
Ice Spirit Zap Flying Machine
Flying Machine
Ice Spirit Zap Minions
Giant
Tornado
Fire Spirit Ice Spirit Zap
Lava Hound

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 Minions Flying Machine
Ice Spirit Zap Minions Flying Machine
Tornado Fire Spirit Minions
Minions
Tornado
Tornado Fire Spirit Zap Minions Flying Machine
Minions Tornado Fire Spirit Ice Spirit Zap Flying Machine
Zap Flying Machine
Minions Tornado
Tornado Fire Spirit Ice Spirit
Minions Zap Flying Machine Tornado
Minions Zap Flying Machine Tornado
Fire Spirit Ice Spirit Zap Minions Flying Machine
Fire Spirit Ice Spirit Zap Minions Tornado
Tornado Ice Spirit Zap
Minions Tornado
Fire Spirit Ice Spirit Zap Minions Flying Machine Tornado
Zap Tornado Fire Spirit Ice Spirit Minions Flying Machine
Tornado
Fire Spirit Minions Flying Machine

Counters to secondary win conditions

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

Zap
Zap Flying Machine
Ice Spirit Zap Minions
Zap Tornado
Fire Spirit Ice Spirit Zap Minions Flying Machine Tornado
Minions Flying Machine
Zap Ice Spirit Minions Flying Machine Tornado
Minions Flying Machine
Zap Tornado
Flying Machine
Ice Spirit Zap Minions Flying Machine Tornado
Minions Zap Flying Machine

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.)

Flying Machine
Zap Flying Machine Tornado
Flying Machine
Flying Machine
Fire Spirit Zap
Fire Spirit Ice Spirit Zap Minions Flying Machine Tornado
Fire Spirit Flying Machine Tornado
Fire Spirit Ice Spirit Zap Flying Machine Tornado
Zap Flying Machine Tornado
Fire Spirit Minions Tornado
Zap Flying Machine Tornado
Fire Spirit Zap Flying Machine Tornado
Flying Machine Fire Spirit
Minions Flying Machine
Zap Flying Machine
Zap Flying Machine
Flying Machine
Tornado
Minions
Fire Spirit Zap Flying Machine
Fire Spirit Zap Flying Machine Tornado
Minions
Tornado
Tornado
Zap Flying Machine
Zap Tornado Fire Spirit Ice Spirit
Zap Flying Machine Tornado
Zap Flying Machine Tornado
Zap Tornado
Fire Spirit Zap Flying Machine Tornado
Zap Ice Spirit Minions Flying Machine
Zap
Zap Ice Spirit
Zap Fire Spirit Ice Spirit Minions Flying Machine
Fire Spirit Zap Flying Machine Tornado
Flying Machine
Zap Flying Machine
Zap Tornado
Flying Machine
Zap Ice Spirit Minions Flying Machine Tornado
Zap Flying Machine Tornado
Zap Flying Machine Tornado

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