My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Rascals

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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 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.

Fire Spirit Bats

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 Bats

Offensive cards

Win conditions

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

Graveyard

Damage spells

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

Zap

Punishments

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

Graveyard

Pump responses

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

Graveyard

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 Goblins

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.

Graveyard

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 Graveyard
Giant Snowball
Skeletons Fire Spirit Goblins Bats Graveyard
Zap
Skeletons Fire Spirit Goblins Bats Graveyard
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Goblins Graveyard
The Log
Skeletons Fire Spirit Ice Spirit Goblins Graveyard
Earthquake
Skeletons Graveyard
Arrows
Skeletons Fire Spirit Ice Spirit Goblins Bats Graveyard
Royal Delivery
Skeletons Fire Spirit Ice Spirit Goblins Bats Graveyard
Fireball
Poison
Bats Graveyard
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap

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

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.

Graveyard

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 Goblins

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Skeletons Fire Spirit Ice Spirit Goblins Bats Zap Graveyard

Shortest cycle

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

3 Mirror Skeletons Fire Spirit Ice Spirit

Attack Synergies 3 8

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
Zap
Ice Spirit
Zap Goblins Bats Graveyard
Goblins
Ice Spirit Zap
Bats
Ice Spirit Zap Graveyard
Zap
Ice Spirit Mirror Graveyard Fire Spirit Goblins Bats
Mirror
Zap Graveyard
Graveyard
Zap Ice Spirit Bats Mirror

Defense Synergies 2 10

Skeletons
Fire Spirit Ice Spirit Bats Zap
Fire Spirit
Skeletons Ice Spirit Zap
Ice Spirit
Zap Skeletons Fire Spirit Goblins Bats
Goblins
Ice Spirit Zap
Bats
Skeletons Ice Spirit Zap
Zap
Ice Spirit Mirror Skeletons Fire Spirit Goblins Bats
Mirror
Zap
Graveyard

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
Skeletons Ice Spirit Goblins Bats Zap
Skeletons Fire Spirit Goblins Bats
Skeletons Goblins Bats
Skeletons Fire Spirit Goblins Bats Zap
Bats Fire Spirit Ice Spirit Zap
Zap
Skeletons Goblins
Skeletons Fire Spirit Ice Spirit Goblins
Goblins Bats Skeletons Zap
Bats Zap
Skeletons Fire Spirit Ice Spirit Bats Zap
Fire Spirit Ice Spirit Goblins Bats Zap
Ice Spirit Zap
Skeletons Goblins Bats
Fire Spirit Ice Spirit Goblins Bats Zap
Zap Fire Spirit Ice Spirit Bats
Fire Spirit Goblins Bats

Counters to secondary win conditions

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

Skeletons Goblins Zap
Zap
Skeletons Ice Spirit Goblins Bats Zap
Bats Zap
Skeletons
Fire Spirit Skeletons Ice Spirit Bats Zap
Skeletons Goblins Bats
Zap Skeletons Ice Spirit Goblins Bats
Skeletons
Bats
Zap
Skeletons
Skeletons Ice Spirit Goblins Bats Zap
Bats Zap

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.)

Zap
Fire Spirit Zap
Fire Spirit Ice Spirit Bats Zap
Fire Spirit
Fire Spirit Ice Spirit Zap
Zap
Fire Spirit Goblins Bats
Zap
Fire Spirit Zap
Fire Spirit
Zap
Zap
Bats
Fire Spirit Zap
Fire Spirit Zap
Zap
Zap Fire Spirit Ice Spirit
Zap
Zap
Zap
Fire Spirit Bats Zap
Zap Ice Spirit Bats
Zap
Zap Ice Spirit
Zap Fire Spirit Ice Spirit Bats
Fire Spirit Zap
Zap
Zap
Zap Ice Spirit Bats
Bats Zap
Zap

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