My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Spear Goblins Tesla Inferno Dragon

Defensive buildings

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

Tesla

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 Tesla Inferno Dragon

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.

Fireball Rocket

Pump responses

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

Fireball Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ice Spirit Spear Goblins

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

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball Rocket

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.

Ice Spirit Spear Goblins Rocket Inferno Dragon

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.

Fireball

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 Fireball

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Ice Spirit Spear Goblins Tesla Fireball Inferno Dragon Rocket

Shortest cycle

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

4 Mirror Skeletons Ice Spirit Spear Goblins

Attack Synergies 1 4

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
Ice Spirit
Spear Goblins Inferno Dragon
Spear Goblins
Ice Spirit Inferno Dragon
Tesla
Fireball
Mirror
Rocket
Mirror
Mirror
Fireball Rocket
Inferno Dragon
Ice Spirit Spear Goblins

Defense Synergies 4 12

Skeletons
Tesla Ice Spirit Spear Goblins Inferno Dragon
Ice Spirit
Skeletons Spear Goblins Tesla Fireball Rocket Inferno Dragon
Spear Goblins
Tesla Skeletons Ice Spirit Inferno Dragon
Tesla
Skeletons Spear Goblins Mirror Ice Spirit Fireball Inferno Dragon
Fireball
Mirror Ice Spirit Tesla
Rocket
Ice Spirit
Mirror
Tesla Fireball Inferno Dragon
Inferno Dragon
Skeletons Ice Spirit Spear Goblins Tesla 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 Tesla Fireball
Inferno Dragon Skeletons Ice Spirit Tesla
Tesla Rocket Skeletons Inferno Dragon
Tesla Inferno Dragon Skeletons
Fireball Rocket
Fireball Skeletons Spear Goblins Tesla
Tesla Rocket Inferno Dragon Ice Spirit Spear Goblins Fireball
Rocket Tesla Fireball
Tesla Inferno Dragon Skeletons
Skeletons Ice Spirit Spear Goblins Tesla
Skeletons Spear Goblins Tesla Fireball
Tesla Inferno Dragon Spear Goblins Fireball
Tesla Skeletons Ice Spirit Fireball Rocket
Fireball Rocket Ice Spirit Tesla
Inferno Dragon Tesla
Rocket Ice Spirit Tesla Fireball Inferno Dragon
Tesla Skeletons Fireball
Ice Spirit Tesla Fireball Spear Goblins
Ice Spirit Spear Goblins Tesla Fireball Inferno Dragon
Tesla Inferno Dragon
Spear Goblins Tesla Fireball

Counters to secondary win conditions

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

Skeletons Spear Goblins Tesla Fireball
Fireball Tesla Rocket Inferno Dragon
Skeletons Ice Spirit Spear Goblins Rocket
Rocket Tesla Fireball
Skeletons Tesla Inferno Dragon
Fireball Rocket Skeletons Ice Spirit Tesla
Rocket Skeletons Spear Goblins Tesla Fireball
Tesla Inferno Dragon
Rocket Skeletons Ice Spirit Spear Goblins Fireball Inferno Dragon
Skeletons Tesla Inferno Dragon
Inferno Dragon Tesla
Rocket Fireball
Rocket Skeletons Tesla Fireball
Tesla Fireball
Tesla Skeletons Ice Spirit Spear Goblins Fireball Rocket Inferno Dragon
Tesla Fireball Inferno Dragon

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.)

Fireball Rocket
Fireball
Rocket Fireball
Fireball Rocket
Fireball Rocket
Fireball Ice Spirit Spear Goblins Rocket
Fireball Ice Spirit
Fireball
Rocket Fireball
Rocket Fireball
Fireball Rocket
Rocket Fireball
Fireball Rocket
Fireball
Rocket Spear Goblins Fireball
Fireball Rocket
Fireball Rocket
Rocket
Rocket Fireball
Rocket Fireball
Rocket Fireball
Rocket Fireball
Rocket
Rocket Fireball
Ice Spirit Fireball
Inferno Dragon
Fireball
Fireball
Fireball Rocket
Fireball
Rocket Ice Spirit Fireball
Fireball
Fireball Rocket
Rocket Ice Spirit Fireball
Rocket Fireball
Ice Spirit Spear Goblins Fireball Rocket
Fireball Rocket
Fireball
Fireball Rocket
Fireball
Rocket Fireball
Ice Spirit Fireball Rocket
Fireball Rocket
Fireball Rocket

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