My Best Clash Royale Deck

Deck Check Rating

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

4 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!
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 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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Electro Wizard

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 Electro 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.

Zap Giant Snowball Earthquake Tornado The Log

Pump responses

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

Earthquake

Dropped at the bridge

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

Ice Spirit

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 Wizard

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
Giant Snowball
Skeletons
Zap
Skeletons
Barbarian Barrel
Skeletons Ice Spirit Electro Wizard
The Log
Skeletons Ice Spirit
Earthquake
Skeletons
Arrows
Skeletons Ice Spirit
Royal Delivery
Skeletons Ice Spirit Electro Wizard
Fireball
Electro Wizard
Poison
Electro Wizard
Lightning
Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Giant Snowball Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Zap Giant Snowball Earthquake Tornado 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.

Ice Spirit Tornado

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 Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Zap Giant Snowball The Log Earthquake Tornado Electro Wizard

Shortest cycle

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

6 Skeletons Ice Spirit Zap Giant Snowball

Attack Synergies 5 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
Ice Spirit
Zap Giant Snowball
Zap
Ice Spirit Earthquake Tornado Electro Wizard Giant Snowball The Log
Giant Snowball
Earthquake Ice Spirit Zap Tornado The Log Electro Wizard
Earthquake
Zap Giant Snowball Tornado The Log
Tornado
Zap Giant Snowball Earthquake The Log
The Log
Zap Giant Snowball Earthquake Tornado
Electro Wizard
Zap Giant Snowball

Defense Synergies 2 24

Skeletons
Ice Spirit Zap Giant Snowball Earthquake Tornado The Log Electro Wizard
Ice Spirit
Zap Skeletons Giant Snowball Earthquake Tornado The Log Electro Wizard
Zap
Ice Spirit Electro Wizard Skeletons Giant Snowball Earthquake Tornado The Log
Giant Snowball
Skeletons Ice Spirit Zap Earthquake The Log Electro Wizard
Earthquake
Skeletons Ice Spirit Zap Giant Snowball Tornado The Log
Tornado
Skeletons Ice Spirit Zap Earthquake The Log Electro Wizard
The Log
Skeletons Ice Spirit Zap Giant Snowball Earthquake Tornado Electro Wizard
Electro Wizard
Zap Skeletons Ice Spirit Giant Snowball Tornado The Log

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.

Earthquake Zap The Log Electro Wizard
Skeletons Ice Spirit Zap The Log Electro Wizard
Tornado Skeletons Giant Snowball Electro Wizard
Skeletons Electro Wizard
Earthquake Tornado The Log
Tornado The Log Skeletons Zap Giant Snowball Earthquake Electro Wizard
Giant Snowball Tornado Electro Wizard Ice Spirit Zap
Earthquake Zap The Log Electro Wizard
Skeletons Tornado
Tornado Skeletons Ice Spirit Giant Snowball Electro Wizard
Electro Wizard Skeletons Zap Giant Snowball Earthquake Tornado The Log
Zap Giant Snowball Tornado Electro Wizard
Skeletons Ice Spirit Zap Giant Snowball Earthquake The Log Electro Wizard
Ice Spirit Zap Giant Snowball Earthquake Tornado The Log Electro Wizard
Electro Wizard
Tornado Ice Spirit Zap Giant Snowball The Log Electro Wizard
Skeletons Tornado Electro Wizard
Ice Spirit Zap Giant Snowball Tornado The Log Electro Wizard
Zap Giant Snowball Earthquake Tornado The Log Ice Spirit Electro Wizard
Tornado Electro Wizard
Giant Snowball Earthquake The Log Electro Wizard

Counters to secondary win conditions

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

Skeletons Zap Giant Snowball Electro Wizard
Electro Wizard Zap Giant Snowball The Log
Skeletons Ice Spirit Zap The Log Electro Wizard
Zap Tornado The Log Electro Wizard
Skeletons
Skeletons Ice Spirit Zap Giant Snowball Tornado Electro Wizard
Skeletons Electro Wizard
Zap Electro Wizard Skeletons Ice Spirit Giant Snowball Tornado The Log
Skeletons
Zap Giant Snowball Tornado The Log Electro Wizard
Skeletons
Electro Wizard Skeletons Ice Spirit Zap Tornado The Log
Zap Giant Snowball Earthquake The Log Electro 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.)

Earthquake The Log
Zap Giant Snowball Tornado The Log Electro Wizard
Earthquake The Log
Earthquake The Log
Zap Giant Snowball Earthquake The Log
Ice Spirit Zap Giant Snowball Tornado
Earthquake Tornado The Log
Earthquake The Log Ice Spirit Zap Giant Snowball Tornado
The Log Zap Giant Snowball Tornado
Giant Snowball Tornado Electro Wizard
Zap Earthquake Tornado The Log Electro Wizard
Zap Giant Snowball Tornado
Earthquake Giant Snowball The Log
Earthquake
Earthquake Zap Giant Snowball The Log
Earthquake Zap Giant Snowball The Log
Earthquake The Log
Giant Snowball Earthquake Tornado
Zap Giant Snowball Earthquake The Log Electro Wizard
Zap Giant Snowball Earthquake Tornado The Log
Earthquake The Log
Giant Snowball Tornado
Tornado The Log
Earthquake Zap Giant Snowball The Log
Zap Giant Snowball Earthquake Tornado The Log Ice Spirit
The Log Zap Giant Snowball Earthquake Tornado Electro Wizard
Zap Giant Snowball Tornado The Log
Zap Tornado The Log
Zap Giant Snowball Tornado Electro Wizard
Zap Electro Wizard Ice Spirit Giant Snowball
Giant Snowball
Zap Giant Snowball Earthquake The Log
Zap Ice Spirit Giant Snowball Electro Wizard
Giant Snowball Earthquake The Log
Zap Earthquake Electro Wizard Ice Spirit
Zap Giant Snowball Tornado Electro Wizard
The Log
Electro Wizard
The Log Zap Giant Snowball Earthquake
Zap Giant Snowball Tornado
Zap Ice Spirit Giant Snowball Tornado The Log Electro Wizard
Zap Giant Snowball Tornado Electro Wizard
Zap Giant Snowball Tornado The Log Electro Wizard

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