My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Mediocre
F2P score
Good

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 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.

Firecracker

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 Firecracker Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Zap Tornado The Log

Punishments

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

Elite Barbarians

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.

Elite Barbarians Heal Spirit 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.

Firecracker Elite Barbarians

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 Elite Barbarians
Giant Snowball
Skeletons
Zap
Skeletons Firecracker
Barbarian Barrel
Skeletons Firecracker Elite Barbarians Heal Spirit
The Log
Skeletons Firecracker Elite Barbarians Heal Spirit
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker Heal Spirit
Royal Delivery
Skeletons Firecracker Elite Barbarians Heal Spirit
Fireball
Firecracker Elite Barbarians
Poison
Firecracker
Lightning
Elite Barbarians
Rocket
Elite Barbarians

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Tornado Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Tornado Electro Giant 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.

Heal Spirit Tornado Electro Giant

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians

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.

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 Heal Spirit Zap The Log Firecracker Tornado Elite Barbarians Electro Giant

Shortest cycle

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

6 Skeletons Heal Spirit Zap The Log

Attack Synergies 5 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
Zap
Firecracker Elite Barbarians Tornado Heal Spirit The Log
Firecracker
Zap Elite Barbarians Tornado
Elite Barbarians
Zap Heal Spirit Firecracker The Log
Heal Spirit
Elite Barbarians Zap
Tornado
Zap Electro Giant Firecracker The Log
Electro Giant
Tornado
The Log
Zap Elite Barbarians Tornado

Defense Synergies 1 13

Skeletons
Zap Firecracker Elite Barbarians Tornado The Log
Zap
Skeletons Firecracker Elite Barbarians Tornado The Log
Firecracker
The Log Skeletons Zap Tornado
Elite Barbarians
Skeletons Zap The Log
Heal Spirit
Tornado
Skeletons Zap Firecracker Electro Giant The Log
Electro Giant
Tornado
The Log
Firecracker Skeletons Zap Elite Barbarians Tornado

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 Firecracker The Log
Elite Barbarians Skeletons Zap Firecracker The Log
Tornado Skeletons Elite Barbarians
Elite Barbarians Skeletons Firecracker
Firecracker Elite Barbarians Tornado The Log
Tornado The Log Skeletons Zap Firecracker
Tornado Zap Firecracker
Zap Electro Giant The Log
Skeletons Elite Barbarians Tornado
Elite Barbarians Tornado Skeletons Firecracker
Skeletons Zap Firecracker Tornado Electro Giant The Log
Zap Firecracker Tornado
Skeletons Zap Elite Barbarians The Log
Zap Firecracker Tornado The Log
Elite Barbarians
Tornado Zap Elite Barbarians Electro Giant The Log
Skeletons Firecracker Elite Barbarians Tornado
Zap Firecracker Elite Barbarians Tornado The Log
Zap Tornado The Log Firecracker
Elite Barbarians Tornado
Firecracker Elite Barbarians Electro Giant The Log

Counters to secondary win conditions

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

Skeletons Zap Elite Barbarians Electro Giant
Zap Firecracker Elite Barbarians The Log
Skeletons Zap Elite Barbarians The Log
Zap Elite Barbarians Tornado The Log
Skeletons Elite Barbarians
Firecracker Electro Giant Skeletons Zap Tornado
Skeletons Elite Barbarians
Elite Barbarians
Zap Skeletons Firecracker Elite Barbarians Tornado The Log
Skeletons
Elite Barbarians
Zap Elite Barbarians Tornado Electro Giant The Log
Elite Barbarians Skeletons
Firecracker Electro Giant
Elite Barbarians Electro Giant Skeletons Zap Firecracker Tornado The Log
Zap Firecracker Elite Barbarians Electro Giant 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.)

Firecracker The Log
Firecracker Zap Tornado The Log
The Log
Firecracker The Log
Zap Firecracker The Log
Firecracker Electro Giant Zap Tornado
Firecracker Tornado The Log
The Log Zap Firecracker Tornado
The Log Zap Firecracker Tornado
Elite Barbarians Tornado
Firecracker Zap Tornado The Log
Zap Firecracker Tornado
Firecracker Elite Barbarians The Log
Firecracker
Zap Firecracker Elite Barbarians The Log
Zap Firecracker The Log
Firecracker The Log
Tornado
Zap Firecracker The Log
Zap Firecracker Tornado Electro Giant The Log
The Log
Tornado
Tornado The Log
Zap The Log
Zap Firecracker Tornado Electro Giant The Log
Firecracker The Log Zap Tornado
Zap Tornado The Log
Zap Firecracker Tornado The Log
Elite Barbarians Zap Firecracker Tornado Electro Giant
Zap Firecracker Electro Giant
Elite Barbarians
Zap The Log
Zap Firecracker
Firecracker The Log
Zap
Zap Firecracker Tornado
The Log
Firecracker
The Log Zap Firecracker
Zap Tornado Electro Giant
Firecracker Elite Barbarians
Zap Electro Giant Firecracker Elite Barbarians Tornado The Log
Firecracker Zap Tornado
Zap Firecracker Tornado Electro Giant The Log

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