My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Good
Synergy
Mediocre
Versatility
Mediocre
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 direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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.

Spear Goblins

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

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 Electro Giant

Offensive cards

Win conditions

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

Hog Rider Electro Giant

Damage spells

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

Missing

Punishments

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

Hog Rider

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 Ice Spirit Spear Goblins Heal Spirit Hog Rider Electro Giant

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 Hog Rider

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Electro Giant

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 Ice Spirit Spear Goblins Heal Spirit Electro Giant

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.

Ice Spirit Heal 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.

Skeletons Electro Spirit Ice Spirit Heal Spirit Spear Goblins Cannon Hog Rider Electro Giant

Shortest cycle

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

4 Skeletons Electro Spirit Ice Spirit Heal Spirit

Attack Synergies 2 5

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
Hog Rider Electro Giant
Ice Spirit
Hog Rider Spear Goblins
Spear Goblins
Hog Rider Ice Spirit Heal Spirit
Cannon
Heal Spirit
Spear Goblins Hog Rider
Hog Rider
Ice Spirit Spear Goblins Electro Spirit Heal Spirit
Electro Giant
Electro Spirit

Defense Synergies 1 7

Skeletons
Cannon Electro Spirit Ice Spirit Spear Goblins
Electro Spirit
Skeletons
Ice Spirit
Skeletons Spear Goblins Cannon
Spear Goblins
Skeletons Ice Spirit Cannon
Cannon
Skeletons Ice Spirit Spear Goblins Electro Giant
Heal Spirit
Hog Rider
Electro Giant
Cannon

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.

Spear Goblins Cannon
Skeletons Ice Spirit Cannon
Cannon Skeletons
Cannon Skeletons
Skeletons Electro Spirit Spear Goblins Cannon
Electro Spirit Ice Spirit Spear Goblins Cannon
Electro Spirit Cannon Electro Giant
Cannon Skeletons
Skeletons Ice Spirit Spear Goblins Cannon
Skeletons Electro Spirit Spear Goblins Cannon Electro Giant
Spear Goblins
Cannon Skeletons Ice Spirit
Electro Spirit Ice Spirit Cannon
Cannon
Ice Spirit Cannon Electro Giant
Skeletons Cannon
Ice Spirit Cannon Electro Spirit Spear Goblins
Electro Spirit Ice Spirit Spear Goblins Cannon
Cannon
Electro Spirit Spear Goblins Cannon Electro Giant

Counters to secondary win conditions

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

Skeletons Spear Goblins Electro Giant
Skeletons Ice Spirit Spear Goblins
Skeletons Cannon
Electro Giant Skeletons Electro Spirit Ice Spirit
Skeletons Spear Goblins
Skeletons Electro Spirit Ice Spirit Spear Goblins
Skeletons Cannon
Electro Giant
Skeletons Cannon
Cannon Electro Giant
Electro Giant Skeletons Electro Spirit Ice Spirit Spear Goblins
Electro Spirit Cannon Electro Giant

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.)

Electro Giant Electro Spirit Ice Spirit Spear Goblins
Ice Spirit
Spear Goblins
Electro Giant
Electro Giant Electro Spirit Ice Spirit
Electro Giant
Electro Spirit Ice Spirit Electro Giant
Electro Spirit Ice Spirit
Electro Spirit Ice Spirit Spear Goblins
Electro Giant
Electro Giant Electro Spirit Ice Spirit
Electro Giant

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