My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 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!
Warning Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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 Inferno Tower

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats

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 Fireball Rage

Punishments

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

Goblin Gang Elite Barbarians

Pump responses

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

Fireball

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 Elite Barbarians

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.

Elite Barbarians

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 Elite Barbarians
Giant Snowball
Fire Spirit Bats Goblin Gang
Zap
Fire Spirit Bats Goblin Gang Inferno Tower
Barbarian Barrel
Fire Spirit Goblin Gang Elite Barbarians Inferno Tower
The Log
Fire Spirit Goblin Gang Elite Barbarians
Earthquake
Goblin Gang Inferno Tower
Arrows
Fire Spirit Bats Goblin Gang
Royal Delivery
Fire Spirit Bats Goblin Gang Elite Barbarians
Fireball
Goblin Gang Elite Barbarians Inferno Tower
Poison
Bats Goblin Gang Inferno Tower
Lightning
Elite Barbarians Inferno Tower
Rocket
Elite Barbarians Inferno Tower

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball

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 Inferno Tower Rage

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.

Elite Barbarians Fireball

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 Goblin Gang Fireball

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 Rage Goblin Gang Fireball Inferno Tower Elite Barbarians

Shortest cycle

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

7 Fire Spirit Bats Zap Rage

Attack Synergies 3 6

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 Elite Barbarians
Bats
Zap Elite Barbarians Rage
Zap
Elite Barbarians Fireball Fire Spirit Bats
Goblin Gang
Elite Barbarians
Zap Rage Fire Spirit Bats Fireball
Fireball
Zap Elite Barbarians
Inferno Tower
Rage
Elite Barbarians Bats

Defense Synergies 2 8

Fire Spirit
Zap Inferno Tower
Bats
Zap Inferno Tower
Zap
Fireball Fire Spirit Bats Goblin Gang Elite Barbarians Inferno Tower
Goblin Gang
Inferno Tower Zap
Elite Barbarians
Zap
Fireball
Zap Inferno Tower
Inferno Tower
Goblin Gang Fire Spirit Bats Zap Fireball
Rage

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 Fireball Inferno Tower
Elite Barbarians Inferno Tower Bats Zap Goblin Gang
Goblin Gang Inferno Tower Fire Spirit Bats Elite Barbarians
Elite Barbarians Inferno Tower Bats Goblin Gang
Elite Barbarians Fireball
Goblin Gang Fireball Fire Spirit Bats Zap
Bats Inferno Tower Fire Spirit Zap Goblin Gang Fireball
Zap Fireball Inferno Tower
Inferno Tower Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Fire Spirit Inferno Tower
Bats Goblin Gang Zap Fireball
Inferno Tower Bats Zap Goblin Gang Fireball
Inferno Tower Fire Spirit Bats Zap Goblin Gang Elite Barbarians Fireball
Fire Spirit Fireball Bats Zap Goblin Gang
Elite Barbarians Inferno Tower Goblin Gang
Inferno Tower Zap Goblin Gang Elite Barbarians Fireball
Bats Goblin Gang Elite Barbarians Fireball Inferno Tower
Fire Spirit Fireball Bats Zap Goblin Gang Elite Barbarians
Zap Fire Spirit Bats Fireball
Elite Barbarians Inferno Tower
Goblin Gang Fire Spirit Bats Elite Barbarians Fireball

Counters to secondary win conditions

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

Goblin Gang Zap Elite Barbarians Fireball Inferno Tower
Fireball Zap Goblin Gang Elite Barbarians
Goblin Gang Bats Zap Elite Barbarians Inferno Tower
Goblin Gang Bats Zap Elite Barbarians Fireball Inferno Tower
Inferno Tower Goblin Gang Elite Barbarians
Fire Spirit Fireball Bats Zap Goblin Gang
Goblin Gang Bats Elite Barbarians Fireball Inferno Tower
Inferno Tower Elite Barbarians
Zap Bats Elite Barbarians Fireball Inferno Tower
Inferno Tower Goblin Gang
Bats Elite Barbarians Inferno Tower
Zap Elite Barbarians Fireball
Elite Barbarians Goblin Gang Fireball Inferno Tower
Fireball
Goblin Gang Elite Barbarians Inferno Tower Bats Zap Fireball
Bats Zap Elite Barbarians Fireball Inferno Tower

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.)

Fireball
Fireball Zap
Fireball
Fireball
Fireball Fire Spirit Zap
Fireball Fire Spirit Bats Zap
Fire Spirit
Fireball Fire Spirit Zap
Fireball Zap
Fire Spirit Bats Goblin Gang Elite Barbarians Fireball
Zap Fireball
Fireball Fire Spirit Zap
Fire Spirit Elite Barbarians Fireball
Fireball
Zap Elite Barbarians Fireball
Zap Fireball
Fireball
Fireball
Bats
Fire Spirit Zap Fireball
Fire Spirit Zap Fireball
Fireball
Fireball
Zap Fireball
Zap Fire Spirit Fireball
Fireball Zap
Fireball Zap
Fireball Zap
Elite Barbarians Fire Spirit Bats Zap Fireball
Zap Bats Fireball
Elite Barbarians Fireball
Zap Fireball
Zap Fireball
Fireball
Zap Fire Spirit Bats Goblin Gang Fireball
Fireball Fire Spirit Zap
Fireball
Fireball Goblin Gang
Zap Fireball
Zap Fireball
Elite Barbarians
Zap Bats Goblin Gang Elite Barbarians Fireball
Bats Zap Fireball
Zap Fireball

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