My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Godly!
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 Minions Goblin Gang Dart Goblin Magic Archer

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 Golem Magic Archer

Offensive cards

Win conditions

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

Golem

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

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 Goblin Gang Dart Goblin Golem Magic Archer

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.

Golem Magic Archer

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 Minions Goblin Gang
Giant Snowball
Fire Spirit Bats Minions Goblin Gang Dart Goblin
Zap
Fire Spirit Bats Minions Goblin Gang Dart Goblin
Barbarian Barrel
Fire Spirit Goblin Gang Dart Goblin Magic Archer
The Log
Fire Spirit Goblin Gang Dart Goblin
Earthquake
Goblin Gang
Arrows
Fire Spirit Bats Minions Goblin Gang Dart Goblin
Royal Delivery
Fire Spirit Bats Minions Goblin Gang Dart Goblin Magic Archer
Fireball
Minions Goblin Gang Dart Goblin Magic Archer
Poison
Bats Minions Goblin Gang Dart Goblin Magic Archer
Lightning
Magic Archer
Rocket
Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Magic Archer

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 Golem

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 Minions Goblin Gang Dart Goblin

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 Bats Zap Minions Goblin Gang Dart Goblin Magic Archer Golem

Shortest cycle

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

8 Fire Spirit Bats Zap Minions

Attack Synergies 0 14

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 Golem
Bats
Zap Minions Golem
Zap
Fire Spirit Bats Minions Dart Goblin Golem Magic Archer
Minions
Bats Zap Golem
Goblin Gang
Dart Goblin Golem
Dart Goblin
Zap Goblin Gang Golem
Golem
Fire Spirit Bats Zap Minions Goblin Gang Dart Goblin Magic Archer
Magic Archer
Zap Golem

Defense Synergies 0 12

Fire Spirit
Zap
Bats
Zap Minions Dart Goblin
Zap
Fire Spirit Bats Minions Goblin Gang Dart Goblin Magic Archer
Minions
Bats Zap Dart Goblin
Goblin Gang
Zap Dart Goblin Magic Archer
Dart Goblin
Bats Zap Minions Goblin Gang Magic Archer
Golem
Magic Archer
Zap Goblin Gang Dart Goblin

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 Minions Dart Goblin Magic Archer
Bats Zap Minions Goblin Gang Dart Goblin
Goblin Gang Fire Spirit Bats Minions Dart Goblin
Bats Minions Goblin Gang Dart Goblin
Goblin Gang Fire Spirit Bats Zap Minions Dart Goblin Magic Archer
Bats Minions Dart Goblin Fire Spirit Zap Goblin Gang Magic Archer
Zap Dart Goblin Magic Archer
Minions Goblin Gang
Goblin Gang Fire Spirit Dart Goblin
Bats Minions Goblin Gang Dart Goblin Zap Magic Archer
Minions Bats Zap Goblin Gang Dart Goblin Magic Archer
Fire Spirit Bats Zap Minions Goblin Gang
Fire Spirit Bats Zap Minions Goblin Gang Dart Goblin Magic Archer
Goblin Gang
Zap Goblin Gang
Bats Minions Goblin Gang
Fire Spirit Bats Zap Minions Goblin Gang Dart Goblin Magic Archer
Zap Fire Spirit Bats Minions Dart Goblin Magic Archer
Dart Goblin
Goblin Gang Fire Spirit Bats Minions Dart Goblin

Counters to secondary win conditions

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

Goblin Gang Zap
Zap Goblin Gang Magic Archer
Goblin Gang Bats Zap Minions
Goblin Gang Bats Zap
Goblin Gang
Fire Spirit Bats Zap Minions Goblin Gang Dart Goblin Magic Archer
Goblin Gang Bats Minions Dart Goblin
Zap Bats Minions Magic Archer
Goblin Gang Dart Goblin
Bats Minions Dart Goblin
Zap
Goblin Gang
Dart Goblin Magic Archer
Goblin Gang Bats Zap Minions Dart Goblin Magic Archer
Bats Minions Zap Dart Goblin Magic Archer

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.)

Magic Archer Dart Goblin
Zap Dart Goblin Magic Archer
Dart Goblin Magic Archer
Dart Goblin
Fire Spirit Zap Magic Archer
Fire Spirit Bats Zap Minions Dart Goblin Magic Archer
Fire Spirit Dart Goblin Magic Archer
Fire Spirit Zap Dart Goblin Magic Archer
Zap Dart Goblin
Fire Spirit Bats Minions Goblin Gang
Zap Dart Goblin Magic Archer
Fire Spirit Zap Dart Goblin Magic Archer
Fire Spirit Dart Goblin Magic Archer
Minions Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer
Magic Archer Dart Goblin
Bats Minions
Fire Spirit Zap Dart Goblin Magic Archer
Fire Spirit Zap Dart Goblin Magic Archer
Minions Magic Archer
Zap
Zap Fire Spirit Magic Archer
Zap Dart Goblin Magic Archer
Zap Magic Archer
Zap Dart Goblin Magic Archer
Fire Spirit Bats Zap Dart Goblin Magic Archer
Zap Bats Minions Dart Goblin
Zap Dart Goblin Magic Archer
Zap Magic Archer
Magic Archer
Zap Fire Spirit Bats Minions Goblin Gang Dart Goblin Magic Archer
Fire Spirit Zap Dart Goblin Magic Archer
Goblin Gang Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer
Zap
Dart Goblin
Zap Bats Minions Goblin Gang Dart Goblin Magic Archer
Bats Zap Dart Goblin Magic Archer
Zap Dart Goblin Magic Archer

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