My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 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 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!
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!
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!
Info More than two buildings. Where will you place them?

If you have more than two larger buildings, it is difficult to place them without making them an easy spell target. Consider replacing at least one. You have 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 Bats Tesla Ice Wizard

Defensive buildings

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

Tesla Tombstone

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 Bats Tesla Tombstone Elixir Collector Ice Wizard

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.

Missing

Pump responses

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

Elixir Collector

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

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 Bats
Giant Snowball
Skeletons Fire Spirit Bats Tombstone
Zap
Skeletons Fire Spirit Bats Tombstone
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Tesla Tombstone Ice Wizard
The Log
Skeletons Fire Spirit Ice Spirit Tombstone
Earthquake
Skeletons Tesla Tombstone Elixir Collector
Arrows
Skeletons Fire Spirit Ice Spirit Bats Tombstone
Royal Delivery
Skeletons Fire Spirit Ice Spirit Bats Ice Wizard
Fireball
Tesla Tombstone Elixir Collector Ice Wizard
Poison
Bats Tombstone Elixir Collector Ice Wizard
Lightning
Tesla Tombstone Elixir Collector Ice Wizard
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Ice Wizard

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 Bats Tombstone Elixir Collector Ice Wizard

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 Ice Wizard

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.

Skeletons Fire Spirit Ice Spirit Bats Tombstone Ice Wizard Tesla Elixir Collector

Shortest cycle

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

5 Skeletons Fire Spirit Ice Spirit Bats

Attack Synergies 0 1

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
Ice Spirit
Bats
Bats
Ice Spirit
Tesla
Tombstone
Elixir Collector
Ice Wizard

Defense Synergies 1 13

Skeletons
Tesla Fire Spirit Ice Spirit Bats Tombstone Ice Wizard
Fire Spirit
Skeletons Ice Spirit
Ice Spirit
Skeletons Fire Spirit Bats Tesla Tombstone Ice Wizard
Bats
Skeletons Ice Spirit Tesla Ice Wizard
Tesla
Skeletons Ice Spirit Bats
Tombstone
Skeletons Ice Spirit Ice Wizard
Elixir Collector
Ice Wizard
Skeletons Ice Spirit Bats Tombstone

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.

Tesla Tombstone
Skeletons Ice Spirit Bats Tesla Tombstone Ice Wizard
Tesla Skeletons Fire Spirit Bats Tombstone Ice Wizard
Tesla Skeletons Bats Tombstone Ice Wizard
Tombstone
Skeletons Fire Spirit Bats Tesla Ice Wizard
Bats Tesla Fire Spirit Ice Spirit Tombstone Ice Wizard
Tesla
Tesla Skeletons Tombstone Ice Wizard
Skeletons Fire Spirit Ice Spirit Tesla Ice Wizard
Bats Ice Wizard Skeletons Tesla Tombstone
Tesla Bats Ice Wizard
Tesla Tombstone Skeletons Fire Spirit Ice Spirit Bats Ice Wizard
Fire Spirit Ice Spirit Bats Tesla Tombstone
Tesla Tombstone
Ice Spirit Tesla
Tesla Skeletons Bats Tombstone
Fire Spirit Ice Spirit Tesla Tombstone Bats Ice Wizard
Fire Spirit Ice Spirit Bats Tesla Tombstone Ice Wizard
Tesla
Fire Spirit Bats Tesla

Counters to secondary win conditions

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

Skeletons Tesla Tombstone
Tesla
Tombstone Skeletons Ice Spirit Bats
Bats Tesla
Skeletons Tesla Tombstone
Fire Spirit Skeletons Ice Spirit Bats Tesla Ice Wizard
Skeletons Bats Tesla Tombstone Ice Wizard
Tesla
Skeletons Ice Spirit Bats Tombstone
Skeletons Tesla Tombstone
Bats Tesla Tombstone
Skeletons Tesla Tombstone
Tesla
Tesla Tombstone Skeletons Ice Spirit Bats
Bats Tesla Ice Wizard

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.)

Ice Wizard
Fire Spirit
Fire Spirit Ice Spirit Bats Ice Wizard
Fire Spirit
Fire Spirit Ice Spirit Ice Wizard
Fire Spirit Bats
Fire Spirit
Fire Spirit
Bats
Fire Spirit
Fire Spirit
Fire Spirit Ice Spirit Ice Wizard
Ice Wizard
Fire Spirit Bats Ice Wizard
Ice Spirit Bats
Ice Spirit
Fire Spirit Ice Spirit Bats Tombstone
Fire Spirit Ice Wizard
Ice Spirit Bats
Bats

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