My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Good
Synergy
RIP
Versatility
Bad
F2P score
Mediocre

1 problems 3 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 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 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!

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 Bomber Bats Giant Skeleton

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

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 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.

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Bomber 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.

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.

Mirror Fire Spirit Ice Spirit Bomber Bats The Log Clone Giant Skeleton

Shortest cycle

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

4 Mirror Fire Spirit Ice Spirit Bomber

Attack Synergies 3 9

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
Giant Skeleton
Ice Spirit
Bomber Bats Giant Skeleton
Bomber
Ice Spirit Bats Giant Skeleton
Bats
Giant Skeleton Ice Spirit Bomber Clone
Mirror
The Log Giant Skeleton
Clone
Giant Skeleton Bats
Giant Skeleton
Bats Clone Fire Spirit Ice Spirit Bomber Mirror The Log
The Log
Mirror Giant Skeleton

Defense Synergies 0 13

Fire Spirit
Ice Spirit Giant Skeleton The Log
Ice Spirit
Fire Spirit Bomber Bats Giant Skeleton The Log
Bomber
Ice Spirit Bats The Log
Bats
Ice Spirit Bomber Giant Skeleton The Log
Mirror
The Log
Clone
Giant Skeleton
Fire Spirit Ice Spirit Bats The Log
The Log
Fire Spirit Ice Spirit Bomber Bats Mirror 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.

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

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