My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 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!

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 Bomber Bandit Mighty Miner

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

Punishments

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

Bandit

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 Goblins Bandit Mighty Miner

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 Bandit Mighty Miner

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 Bomber Bandit Mighty Miner
Giant Snowball
Skeletons Fire Spirit Goblins Bomber Mighty Miner
Zap
Skeletons Fire Spirit Goblins Bomber Bandit Mighty Miner
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Goblins Bomber Bandit
The Log
Skeletons Electro Spirit Fire Spirit Goblins Bomber Bandit
Earthquake
Skeletons Bomber
Arrows
Skeletons Electro Spirit Fire Spirit Goblins Bomber
Royal Delivery
Skeletons Electro Spirit Fire Spirit Goblins Bomber Bandit
Fireball
Bomber Bandit Mighty Miner
Poison
Bomber
Lightning
Bandit Mighty Miner
Rocket
Mighty Miner

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Bomber Zap

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 Mighty Miner

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 Goblins

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Fire Spirit Goblins Bomber Zap Bandit Mighty Miner

Shortest cycle

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

5 Skeletons Electro Spirit Fire Spirit Goblins

Attack Synergies 0 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.

Skeletons
Electro Spirit
Zap Bandit
Fire Spirit
Zap Bandit
Goblins
Zap
Bomber
Zap Bandit
Zap
Electro Spirit Fire Spirit Goblins Bomber Bandit Mighty Miner
Bandit
Electro Spirit Fire Spirit Bomber Zap
Mighty Miner
Zap

Defense Synergies 0 14

Skeletons
Electro Spirit Fire Spirit Bomber Zap Bandit
Electro Spirit
Skeletons Zap
Fire Spirit
Skeletons Zap
Goblins
Bomber Zap Bandit
Bomber
Skeletons Goblins Zap Bandit
Zap
Skeletons Electro Spirit Fire Spirit Goblins Bomber Bandit Mighty Miner
Bandit
Skeletons Goblins Bomber Zap
Mighty Miner
Zap

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 Zap
Skeletons Goblins Bomber Zap Bandit
Skeletons Fire Spirit Goblins Bomber Bandit
Skeletons Goblins Bomber Bandit
Bomber
Skeletons Electro Spirit Fire Spirit Goblins Bomber Zap Bandit
Electro Spirit Fire Spirit Zap
Electro Spirit Zap Bandit
Mighty Miner Skeletons Goblins
Skeletons Fire Spirit Goblins Bomber Bandit
Goblins Skeletons Electro Spirit Bomber Zap Bandit
Zap
Skeletons Fire Spirit Bomber Zap Bandit
Fire Spirit Bomber Electro Spirit Goblins Zap
Bandit
Zap Bandit
Skeletons Goblins Bomber
Fire Spirit Electro Spirit Goblins Bomber Zap Bandit
Zap Electro Spirit Fire Spirit Bomber Bandit
Bomber Electro Spirit Fire Spirit Goblins Bandit

Counters to secondary win conditions

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

Skeletons Goblins Zap Bandit
Bandit Bomber Zap
Bandit Skeletons Goblins Zap
Zap Bandit
Skeletons Bandit Mighty Miner
Fire Spirit Skeletons Electro Spirit Zap
Skeletons Goblins Bandit
Mighty Miner
Zap Skeletons Electro Spirit Goblins Bandit
Skeletons
Zap
Skeletons Bandit
Bomber
Skeletons Electro Spirit Goblins Bomber Zap Mighty Miner
Electro Spirit Bomber Zap Mighty Miner

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.)

Bandit
Zap Bandit
Bandit
Bomber Fire Spirit Zap
Electro Spirit Fire Spirit Zap
Fire Spirit Bomber
Fire Spirit Zap
Zap Bandit
Fire Spirit Goblins
Zap Bandit
Fire Spirit Zap
Fire Spirit Bandit
Bandit
Zap
Bomber Zap Bandit
Bandit
Bomber
Fire Spirit Bomber Zap Bandit
Fire Spirit Bomber Zap
Zap
Zap Electro Spirit Fire Spirit Bomber
Zap Bandit
Zap Bandit
Zap Bandit
Fire Spirit Zap
Zap Electro Spirit
Bomber Zap Bandit
Zap Electro Spirit
Mighty Miner
Zap Electro Spirit Fire Spirit Bandit
Fire Spirit Zap
Bomber Zap
Zap
Zap Electro Spirit
Zap
Zap Bandit

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