My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Mediocre
Synergy
Bad
Versatility
RIP
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 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!
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 Ice Spirit Skeleton Barrel Giant Skeleton

Offensive cards

Win conditions

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

Skeleton Barrel

Damage spells

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

Rage Freeze

Punishments

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

Skeleton Barrel

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 Skeleton Barrel Heal 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.

Skeleton Barrel 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
Skeletons Skeleton Barrel Giant Skeleton
Giant Snowball
Skeletons Fire Spirit Skeleton Barrel
Zap
Skeletons Fire Spirit Skeleton Barrel
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Skeleton Barrel Heal Spirit Giant Skeleton
The Log
Skeletons Fire Spirit Ice Spirit Skeleton Barrel Heal Spirit Giant Skeleton
Earthquake
Skeletons
Arrows
Skeletons Fire Spirit Ice Spirit Skeleton Barrel Heal Spirit
Royal Delivery
Skeletons Fire Spirit Ice Spirit Skeleton Barrel Heal Spirit Giant Skeleton
Fireball
Skeleton Barrel
Poison
Skeleton Barrel
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Freeze

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 Skeleton Barrel Heal Spirit Rage Freeze 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Ice Spirit Heal Spirit Rage Skeleton Barrel Freeze Giant Skeleton

Shortest cycle

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

4 Skeletons Fire Spirit Ice Spirit Heal Spirit

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
Fire Spirit
Skeleton Barrel Giant Skeleton
Ice Spirit
Skeleton Barrel Giant Skeleton
Skeleton Barrel
Fire Spirit Ice Spirit Heal Spirit Freeze Giant Skeleton
Heal Spirit
Skeleton Barrel Giant Skeleton
Rage
Giant Skeleton
Freeze
Skeleton Barrel
Giant Skeleton
Fire Spirit Ice Spirit Skeleton Barrel Heal Spirit Rage

Defense Synergies 0 6

Skeletons
Fire Spirit Ice Spirit Giant Skeleton
Fire Spirit
Skeletons Ice Spirit Giant Skeleton
Ice Spirit
Skeletons Fire Spirit Giant Skeleton
Skeleton Barrel
Heal Spirit
Rage
Freeze
Giant Skeleton
Skeletons Fire Spirit Ice Spirit

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.

Skeleton Barrel
Skeletons Ice Spirit
Skeletons Fire Spirit Freeze Giant Skeleton
Skeletons
Giant Skeleton
Freeze Skeletons Fire Spirit
Fire Spirit Ice Spirit Freeze
Skeleton Barrel Giant Skeleton
Skeletons
Skeletons Fire Spirit Ice Spirit Giant Skeleton
Skeletons Freeze Giant Skeleton
Skeletons Fire Spirit Ice Spirit Freeze Giant Skeleton
Fire Spirit Ice Spirit Freeze
Ice Spirit Freeze
Skeletons
Fire Spirit Ice Spirit
Freeze Fire Spirit Ice Spirit Giant Skeleton
Fire Spirit Giant Skeleton

Counters to secondary win conditions

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

Skeletons Giant Skeleton
Skeleton Barrel
Giant Skeleton Skeletons Ice Spirit
Giant Skeleton
Giant Skeleton Skeletons
Fire Spirit Skeletons Ice Spirit Skeleton Barrel Freeze
Skeletons Giant Skeleton
Giant Skeleton
Freeze Giant Skeleton Skeletons Ice Spirit
Skeletons
Giant Skeleton
Giant Skeleton
Giant Skeleton Skeletons
Skeletons Ice Spirit Freeze Giant Skeleton
Freeze Giant Skeleton

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.)

Skeleton Barrel Freeze Giant Skeleton
Skeleton Barrel
Skeleton Barrel Giant Skeleton
Skeleton Barrel Freeze Giant Skeleton
Fire Spirit
Fire Spirit Ice Spirit Skeleton Barrel Freeze
Fire Spirit
Fire Spirit Ice Spirit Skeleton Barrel Freeze
Skeleton Barrel
Fire Spirit
Skeleton Barrel
Fire Spirit
Fire Spirit Skeleton Barrel
Skeleton Barrel Freeze
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Freeze
Fire Spirit Skeleton Barrel
Fire Spirit Skeleton Barrel
Giant Skeleton
Skeleton Barrel
Freeze Fire Spirit Ice Spirit
Skeleton Barrel
Skeleton Barrel
Skeleton Barrel
Fire Spirit
Ice Spirit Skeleton Barrel Freeze
Ice Spirit Freeze
Giant Skeleton
Skeleton Barrel Fire Spirit Ice Spirit Freeze
Fire Spirit
Freeze
Skeleton Barrel
Giant Skeleton
Ice Spirit Freeze Giant Skeleton
Skeleton Barrel Freeze Giant Skeleton

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