My Best Clash Royale Deck

Deck Check Rating

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

Why?

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

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

Bats Goblin Gang Inferno Dragon 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.

Ice Spirit Bats Royal Giant Inferno Dragon Magic Archer

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap Lightning

Punishments

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

Goblin Gang Royal Giant

Pump responses

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

Lightning

Dropped at the bridge

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

Ice Spirit Goblin Gang Royal Giant 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.

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 Goblin Gang Royal Giant Inferno Dragon
Giant Snowball
Bats Goblin Gang Inferno Dragon
Zap
Bats Goblin Gang Royal Giant Inferno Dragon
Barbarian Barrel
Ice Spirit Goblin Gang Magic Archer
The Log
Ice Spirit Goblin Gang Royal Giant
Earthquake
Goblin Gang
Arrows
Ice Spirit Bats Goblin Gang
Royal Delivery
Ice Spirit Bats Goblin Gang Inferno Dragon Magic Archer
Fireball
Goblin Gang Inferno Dragon Magic Archer
Poison
Bats Goblin Gang Magic Archer
Lightning
Inferno Dragon Magic Archer
Rocket
Inferno Dragon Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Zap Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Ice 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.

Ice Spirit Bats Inferno Dragon

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.

Royal Giant

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Spirit Bats Zap Goblin Gang Inferno Dragon Magic Archer Royal Giant Lightning

Shortest cycle

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

8 Ice Spirit Bats Zap Goblin Gang

Attack Synergies 4 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.

Ice Spirit
Zap Royal Giant Bats Royal Giant Inferno Dragon
Bats
Royal Giant Ice Spirit Zap Inferno Dragon
Zap
Ice Spirit Bats Royal Giant Magic Archer
Goblin Gang
Royal Giant
Royal Giant
Ice Spirit Bats Lightning Ice Spirit Zap Goblin Gang Magic Archer
Lightning
Royal Giant
Inferno Dragon
Ice Spirit Bats
Magic Archer
Zap Royal Giant

Defense Synergies 2 10

Ice Spirit
Zap Goblin Gang Bats Inferno Dragon Magic Archer
Bats
Ice Spirit Zap Inferno Dragon
Zap
Ice Spirit Bats Goblin Gang Inferno Dragon Magic Archer
Goblin Gang
Ice Spirit Zap Inferno Dragon Magic Archer
Royal Giant
Lightning
Inferno Dragon
Ice Spirit Bats Zap Goblin Gang
Magic Archer
Ice Spirit 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.

Lightning Zap Magic Archer
Inferno Dragon Ice Spirit Bats Zap Goblin Gang
Goblin Gang Bats Lightning Inferno Dragon
Inferno Dragon Bats Goblin Gang
Lightning
Goblin Gang Bats Zap Magic Archer
Bats Lightning Inferno Dragon Ice Spirit Zap Goblin Gang Magic Archer
Lightning Zap Magic Archer
Inferno Dragon Goblin Gang
Goblin Gang Ice Spirit
Bats Goblin Gang Zap Magic Archer
Inferno Dragon Bats Zap Goblin Gang Magic Archer
Ice Spirit Bats Zap Goblin Gang Lightning
Ice Spirit Bats Zap Goblin Gang Magic Archer
Inferno Dragon Goblin Gang
Ice Spirit Zap Goblin Gang Lightning Inferno Dragon
Bats Goblin Gang
Ice Spirit Bats Zap Goblin Gang Magic Archer
Zap Ice Spirit Bats Inferno Dragon Magic Archer
Inferno Dragon
Goblin Gang Bats

Counters to secondary win conditions

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

Goblin Gang Zap
Zap Goblin Gang Lightning Inferno Dragon Magic Archer
Goblin Gang Ice Spirit Bats Zap Lightning
Goblin Gang Lightning Bats Zap
Goblin Gang Inferno Dragon
Ice Spirit Bats Zap Goblin Gang Magic Archer
Goblin Gang Bats Lightning
Inferno Dragon
Zap Lightning Ice Spirit Bats Inferno Dragon Magic Archer
Goblin Gang Inferno Dragon
Inferno Dragon Bats
Lightning Zap
Lightning Goblin Gang
Magic Archer
Goblin Gang Ice Spirit Bats Zap Lightning Inferno Dragon Magic Archer
Bats Zap Inferno Dragon 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.)

Lightning Magic Archer
Zap Magic Archer
Lightning Magic Archer
Lightning
Zap Magic Archer
Ice Spirit Bats Zap Magic Archer
Magic Archer
Ice Spirit Zap Lightning Magic Archer
Zap Lightning
Lightning Bats Goblin Gang
Lightning Zap Magic Archer
Lightning Zap Magic Archer
Lightning Magic Archer
Lightning Magic Archer
Lightning Zap Magic Archer
Lightning Zap Magic Archer
Lightning Magic Archer
Lightning
Bats Lightning
Lightning Zap Magic Archer
Lightning Zap Magic Archer
Lightning Magic Archer
Lightning
Lightning
Lightning Zap
Zap Ice Spirit Magic Archer
Inferno Dragon
Zap Lightning Magic Archer
Lightning Zap Magic Archer
Lightning Zap Magic Archer
Lightning Bats Zap Magic Archer
Zap Lightning Ice Spirit Bats
Lightning
Lightning Zap Magic Archer
Zap Lightning Ice Spirit Magic Archer
Lightning Magic Archer
Zap Lightning Ice Spirit Bats Goblin Gang Magic Archer
Lightning Zap Magic Archer
Lightning Goblin Gang Magic Archer
Zap Lightning Magic Archer
Lightning Zap
Zap Ice Spirit Bats Goblin Gang Lightning Magic Archer
Bats Zap Lightning Magic Archer
Lightning Zap Magic Archer

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