My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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.

Fire Spirit Bats Goblin Gang

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.

Bats Knight Giant Skeleton

Offensive cards

Win conditions

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

Royal Hogs

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.

Goblin Gang Royal Hogs

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.

Fire Spirit Goblins Knight Goblin Gang Royal Hogs Giant Skeleton

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.

Royal Hogs Giant Skeleton

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
Bats Goblin Gang Royal Hogs Giant Skeleton
Giant Snowball
Fire Spirit Goblins Bats Goblin Gang Royal Hogs
Zap
Fire Spirit Goblins Bats Goblin Gang Royal Hogs
Barbarian Barrel
Fire Spirit Goblins Knight Goblin Gang Royal Hogs Giant Skeleton
The Log
Fire Spirit Goblins Goblin Gang Royal Hogs Giant Skeleton
Earthquake
Goblin Gang Royal Hogs
Arrows
Fire Spirit Goblins Bats Goblin Gang Royal Hogs
Royal Delivery
Fire Spirit Goblins Bats Knight Goblin Gang Royal Hogs Giant Skeleton
Fireball
Goblin Gang Royal Hogs
Poison
Bats Goblin Gang Royal Hogs
Lightning
Knight
Rocket
Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire 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 Bats Knight Giant Skeleton

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 Goblins Goblin Gang

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.

Fire Spirit Goblins Bats Zap Knight Goblin Gang Royal Hogs Giant Skeleton

Shortest cycle

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

7 Fire Spirit Goblins Bats Zap

Attack Synergies 3 13

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.

Fire Spirit
Zap Knight Royal Hogs Giant Skeleton
Goblins
Zap
Bats
Knight Giant Skeleton Zap Royal Hogs
Zap
Fire Spirit Goblins Bats Knight Royal Hogs Giant Skeleton
Knight
Bats Goblin Gang Fire Spirit Zap Royal Hogs
Goblin Gang
Knight Royal Hogs Giant Skeleton
Royal Hogs
Fire Spirit Bats Zap Knight Goblin Gang
Giant Skeleton
Bats Fire Spirit Zap Goblin Gang

Defense Synergies 3 11

Fire Spirit
Knight Zap Giant Skeleton
Goblins
Zap Knight Giant Skeleton
Bats
Knight Zap Giant Skeleton
Zap
Fire Spirit Goblins Bats Knight Goblin Gang Giant Skeleton
Knight
Fire Spirit Bats Goblin Gang Goblins Zap
Goblin Gang
Knight Zap Giant Skeleton
Royal Hogs
Giant Skeleton
Fire Spirit Goblins Bats Zap Goblin Gang

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 Knight
Goblins Bats Zap Knight Goblin Gang
Goblin Gang Fire Spirit Goblins Bats Knight Giant Skeleton
Goblins Bats Knight Goblin Gang
Giant Skeleton
Goblin Gang Fire Spirit Goblins Bats Zap
Bats Fire Spirit Zap Goblin Gang
Zap Giant Skeleton
Goblins Goblin Gang
Knight Goblin Gang Fire Spirit Goblins Giant Skeleton
Goblins Bats Goblin Gang Zap Knight Giant Skeleton
Bats Zap Goblin Gang
Fire Spirit Bats Zap Knight Goblin Gang Giant Skeleton
Fire Spirit Goblins Bats Zap Goblin Gang
Knight Goblin Gang
Zap Goblin Gang
Goblins Bats Knight Goblin Gang
Fire Spirit Goblins Bats Zap Knight Goblin Gang
Zap Fire Spirit Bats Knight Giant Skeleton
Goblin Gang Fire Spirit Goblins Bats Knight Giant Skeleton

Counters to secondary win conditions

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

Knight Goblin Gang Goblins Zap Giant Skeleton
Zap Knight Goblin Gang
Goblin Gang Giant Skeleton Goblins Bats Zap Knight
Goblin Gang Giant Skeleton Bats Zap Knight
Giant Skeleton Knight Goblin Gang
Fire Spirit Bats Zap Goblin Gang
Goblin Gang Goblins Bats Knight Giant Skeleton
Giant Skeleton Knight
Zap Giant Skeleton Goblins Bats Knight
Goblin Gang
Bats Knight Giant Skeleton
Zap Giant Skeleton
Giant Skeleton Knight Goblin Gang
Goblin Gang Goblins Bats Zap Knight Giant Skeleton
Bats Zap Giant Skeleton

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.)

Knight Giant Skeleton
Zap
Giant Skeleton
Knight Giant Skeleton
Fire Spirit Zap
Fire Spirit Bats Zap
Fire Spirit
Fire Spirit Zap
Zap
Fire Spirit Goblins Bats Goblin Gang
Zap Knight
Fire Spirit Zap
Fire Spirit Knight
Zap
Zap
Bats
Fire Spirit Zap
Fire Spirit Zap
Giant Skeleton
Zap
Zap Fire Spirit
Zap
Zap
Zap
Fire Spirit Bats Zap
Zap Bats
Zap
Zap
Giant Skeleton
Zap Fire Spirit Bats Goblin Gang
Fire Spirit Zap
Knight Goblin Gang
Zap
Zap Giant Skeleton
Zap Bats Goblin Gang Giant Skeleton
Bats Zap
Zap Giant Skeleton

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: