My Best Clash Royale Deck

Deck Check Rating

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

3 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!
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 No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Spear Goblins

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 Ice Spirit Spear Goblins

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.

Rocket The Log

Pump responses

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

Rocket

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 Spear Goblins

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
Skeletons Spear Goblins
Giant Snowball
Skeletons Fire Spirit Spear Goblins
Zap
Skeletons Fire Spirit Spear Goblins
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Ice Spirit Spear Goblins
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Spear Goblins
Earthquake
Skeletons Spear Goblins
Arrows
Skeletons Electro Spirit Fire Spirit Ice Spirit Spear Goblins
Royal Delivery
Skeletons Electro Spirit Fire Spirit Ice Spirit Spear Goblins
Fireball
Poison
Spear Goblins
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Rocket 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 Spear Goblins Rocket

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Electro Spirit Fire Spirit Ice Spirit Spear Goblins The Log Rocket

Shortest cycle

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

3 Mirror Skeletons Electro Spirit Fire Spirit

Attack Synergies 1 2

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
Fire Spirit
Ice Spirit
Spear Goblins
Spear Goblins
Ice Spirit
Rocket
Mirror
Mirror
The Log Rocket
The Log
Mirror

Defense Synergies 0 15

Skeletons
Electro Spirit Fire Spirit Ice Spirit Spear Goblins The Log
Electro Spirit
Skeletons The Log
Fire Spirit
Skeletons Ice Spirit Spear Goblins The Log
Ice Spirit
Skeletons Fire Spirit Spear Goblins Rocket The Log
Spear Goblins
Skeletons Fire Spirit Ice Spirit The Log
Rocket
Ice Spirit The Log
Mirror
The Log
The Log
Skeletons Electro Spirit Fire Spirit Ice Spirit Spear Goblins Rocket Mirror

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.

Rocket Spear Goblins The Log
Skeletons Ice Spirit The Log
Rocket Skeletons Fire Spirit
Skeletons
Rocket The Log
The Log Skeletons Electro Spirit Fire Spirit Spear Goblins
Rocket Electro Spirit Fire Spirit Ice Spirit Spear Goblins
Rocket Electro Spirit The Log
Skeletons
Skeletons Fire Spirit Ice Spirit Spear Goblins
Skeletons Electro Spirit Spear Goblins The Log
Spear Goblins
Skeletons Fire Spirit Ice Spirit Rocket The Log
Fire Spirit Rocket Electro Spirit Ice Spirit The Log
Rocket Ice Spirit The Log
Skeletons
Fire Spirit Ice Spirit Electro Spirit Spear Goblins The Log
The Log Electro Spirit Fire Spirit Ice Spirit Spear Goblins
Electro Spirit Fire Spirit Spear Goblins The Log

Counters to secondary win conditions

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

Skeletons Spear Goblins
Rocket The Log
Skeletons Ice Spirit Spear Goblins Rocket The Log
Rocket The Log
Skeletons
Fire Spirit Rocket Skeletons Electro Spirit Ice Spirit
Rocket Skeletons Spear Goblins
Rocket Skeletons Electro Spirit Ice Spirit Spear Goblins The Log
Skeletons
Rocket The Log
Rocket Skeletons
Skeletons Electro Spirit Ice Spirit Spear Goblins Rocket The Log
Electro Spirit 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.)

Rocket The Log
The Log
Rocket The Log
Rocket The Log
Rocket Fire Spirit The Log
Electro Spirit Fire Spirit Ice Spirit Spear Goblins Rocket
Fire Spirit The Log
The Log Fire Spirit Ice Spirit
The Log
Rocket Fire Spirit
Rocket The Log
Fire Spirit Rocket
Rocket Fire Spirit The Log
Rocket
The Log
Rocket Spear Goblins The Log
Rocket The Log
Rocket
Rocket
Rocket Fire Spirit The Log
Rocket Fire Spirit The Log
Rocket The Log
Rocket
Rocket The Log
Rocket The Log
The Log Electro Spirit Fire Spirit Ice Spirit
The Log
The Log
Rocket The Log
Fire Spirit
Rocket Electro Spirit Ice Spirit
Rocket The Log
Rocket Electro Spirit Ice Spirit
Rocket The Log
Electro Spirit Fire Spirit Ice Spirit Spear Goblins Rocket
Rocket Fire Spirit
The Log
Rocket
The Log
Rocket
Electro Spirit Ice Spirit Rocket The Log
Rocket
Rocket The Log

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