My Best Clash Royale Deck

Deck Check Rating

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

2 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!
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!

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 Night Witch

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 Royal Ghost Night Witch

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 Arrows The Log

Punishments

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

Royal Ghost

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 Royal Ghost

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 Royal Ghost

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 Night Witch
Giant Snowball
Skeletons Fire Spirit Night Witch
Zap
Skeletons Fire Spirit Night Witch
Barbarian Barrel
Skeletons Electro Spirit Fire Spirit Royal Ghost Night Witch
The Log
Skeletons Electro Spirit Fire Spirit
Earthquake
Skeletons
Arrows
Skeletons Electro Spirit Fire Spirit Night Witch
Royal Delivery
Skeletons Electro Spirit Fire Spirit Royal Ghost Night Witch
Fireball
Night Witch
Poison
Night Witch
Lightning
Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Zap Arrows The Log Royal Ghost

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 Arrows Royal Ghost Night Witch

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.

Skeletons Electro Spirit Fire Spirit Zap The Log Arrows Royal Ghost Night Witch

Shortest cycle

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

5 Skeletons Electro Spirit Fire Spirit Zap

Attack Synergies 1 6

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
Fire Spirit
Zap
Zap
Arrows Electro Spirit Fire Spirit The Log Royal Ghost Night Witch
Arrows
Zap Night Witch
The Log
Zap
Royal Ghost
Zap
Night Witch
Zap Arrows

Defense Synergies 0 16

Skeletons
Electro Spirit Fire Spirit Zap The Log Royal Ghost Night Witch
Electro Spirit
Skeletons Zap The Log
Fire Spirit
Skeletons Zap The Log
Zap
Skeletons Electro Spirit Fire Spirit Arrows The Log Royal Ghost Night Witch
Arrows
Zap
The Log
Skeletons Electro Spirit Fire Spirit Zap Royal Ghost Night Witch
Royal Ghost
Skeletons Zap The Log
Night Witch
Skeletons Zap The Log

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 The Log
Skeletons Zap The Log Night Witch
Skeletons Fire Spirit Night Witch
Night Witch Skeletons
Arrows The Log
Arrows The Log Skeletons Electro Spirit Fire Spirit Zap Royal Ghost Night Witch
Electro Spirit Fire Spirit Zap Arrows Night Witch
Electro Spirit Zap Arrows The Log
Skeletons Night Witch
Skeletons Fire Spirit Royal Ghost Night Witch
Skeletons Electro Spirit Zap Arrows The Log Royal Ghost Night Witch
Arrows Zap Night Witch
Night Witch Skeletons Fire Spirit Zap The Log
Fire Spirit Electro Spirit Zap Arrows The Log Royal Ghost Night Witch
Zap The Log
Skeletons Arrows Night Witch
Fire Spirit Arrows Electro Spirit Zap The Log Royal Ghost Night Witch
Zap Arrows The Log Electro Spirit Fire Spirit Royal Ghost
Royal Ghost Electro Spirit Fire Spirit Arrows The Log Night Witch

Counters to secondary win conditions

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

Skeletons Zap Royal Ghost
Zap Arrows The Log Royal Ghost
Skeletons Zap The Log
Zap The Log Night Witch
Skeletons Night Witch
Fire Spirit Arrows Skeletons Electro Spirit Zap
Skeletons Night Witch
Zap Skeletons Electro Spirit The Log
Skeletons
Zap Arrows The Log
Skeletons Night Witch
Skeletons Electro Spirit Zap The Log Night Witch
Arrows Electro Spirit Zap The Log Royal Ghost

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.)

Arrows The Log Royal Ghost
Arrows Zap The Log Royal Ghost
Arrows The Log
Arrows The Log
Fire Spirit Zap Arrows The Log
Arrows Electro Spirit Fire Spirit Zap
Fire Spirit Arrows The Log
Arrows The Log Fire Spirit Zap
Arrows The Log Zap
Fire Spirit Night Witch
Zap Arrows The Log
Fire Spirit Zap Arrows
Fire Spirit The Log
Arrows
Zap Arrows The Log
Zap Arrows The Log
Arrows The Log
Arrows
Night Witch
Fire Spirit Zap Arrows The Log
Fire Spirit Zap Arrows The Log
The Log Night Witch
Arrows
The Log
Zap Arrows The Log
Zap Arrows The Log Electro Spirit Fire Spirit
Arrows The Log Zap Royal Ghost
Zap Arrows The Log
Zap Arrows The Log
Fire Spirit Zap Arrows Night Witch
Zap Electro Spirit
Night Witch
Zap Arrows The Log Night Witch
Zap Electro Spirit Arrows
Arrows The Log
Zap Electro Spirit Fire Spirit Night Witch
Fire Spirit Zap Arrows
Arrows The Log
Arrows The Log Zap
Zap Arrows
Zap Electro Spirit The Log
Zap
Zap The Log Royal Ghost

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