My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Archers Baby Dragon Goblin Giant

Defensive buildings

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

Cannon

Investments

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

Bats Archers Baby Dragon Goblin Giant Bandit

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows

Punishments

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

Goblin Giant Bandit

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 Baby Dragon Goblin Giant Bandit

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.

Bandit

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 Archers Bandit
Giant Snowball
Fire Spirit Bats Archers Cannon Baby Dragon
Zap
Fire Spirit Bats Archers Cannon Goblin Giant Bandit
Barbarian Barrel
Fire Spirit Archers Cannon Bandit
The Log
Fire Spirit Archers Cannon Bandit
Earthquake
Archers Cannon
Arrows
Fire Spirit Bats Archers
Royal Delivery
Fire Spirit Bats Archers Baby Dragon Bandit
Fireball
Archers Cannon Baby Dragon Bandit
Poison
Bats Archers Cannon
Lightning
Cannon Baby Dragon Bandit
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Baby Dragon

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 Arrows Baby Dragon

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

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.

Fire Spirit Bats Archers Arrows Cannon Bandit Baby Dragon Goblin Giant

Shortest cycle

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

9 Fire Spirit Bats Archers Arrows

Attack Synergies 0 15

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
Baby Dragon Goblin Giant Bandit
Bats
Baby Dragon Goblin Giant Bandit
Archers
Arrows Baby Dragon Goblin Giant Bandit
Arrows
Archers Goblin Giant Bandit
Cannon
Baby Dragon
Fire Spirit Bats Archers Goblin Giant Bandit
Goblin Giant
Fire Spirit Bats Archers Arrows Baby Dragon Bandit
Bandit
Fire Spirit Bats Archers Arrows Baby Dragon Goblin Giant

Defense Synergies 0 13

Fire Spirit
Bats
Cannon Baby Dragon Goblin Giant Bandit
Archers
Cannon Baby Dragon Goblin Giant Bandit
Arrows
Cannon Bandit
Cannon
Bats Archers Arrows Baby Dragon Bandit
Baby Dragon
Bats Archers Cannon Bandit
Goblin Giant
Bats Archers
Bandit
Bats Archers Arrows Cannon Baby Dragon

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.

Cannon Baby Dragon Goblin Giant
Bats Cannon Bandit
Cannon Fire Spirit Bats Archers Bandit
Cannon Bats Bandit
Arrows
Arrows Fire Spirit Bats Archers Cannon Baby Dragon Bandit
Bats Fire Spirit Archers Arrows Cannon Baby Dragon
Arrows Cannon Baby Dragon Goblin Giant Bandit
Cannon
Fire Spirit Archers Cannon Bandit
Bats Archers Arrows Cannon Baby Dragon Goblin Giant Bandit
Arrows Bats Archers Baby Dragon
Cannon Fire Spirit Bats Bandit
Fire Spirit Bats Arrows Cannon Baby Dragon
Cannon Bandit
Cannon Bandit
Bats Arrows Cannon
Fire Spirit Arrows Cannon Bats Archers Baby Dragon Bandit
Arrows Baby Dragon Fire Spirit Bats Archers Cannon Bandit
Cannon
Fire Spirit Bats Archers Arrows Cannon Baby Dragon Goblin Giant Bandit

Counters to secondary win conditions

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

Archers Bandit
Bandit Archers Arrows Baby Dragon
Bandit Bats Goblin Giant
Bats Goblin Giant Bandit
Cannon Goblin Giant Bandit
Fire Spirit Arrows Bats Archers Baby Dragon Goblin Giant
Bats Archers Goblin Giant Bandit
Goblin Giant
Bats Baby Dragon Bandit
Cannon Goblin Giant
Bats
Arrows Goblin Giant
Cannon Goblin Giant Bandit
Archers Cannon Baby Dragon
Bats Archers Baby Dragon Goblin Giant
Bats Arrows Archers Cannon Baby Dragon

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.)

Arrows Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows Baby Dragon Goblin Giant Bandit
Arrows
Fire Spirit Arrows Baby Dragon
Arrows Fire Spirit Bats Baby Dragon Goblin Giant
Fire Spirit Archers Arrows Baby Dragon
Arrows Fire Spirit Baby Dragon
Arrows Bandit
Fire Spirit Bats
Arrows Bandit
Fire Spirit Archers Arrows Baby Dragon
Fire Spirit Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows Baby Dragon
Arrows Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows
Bats
Fire Spirit Archers Arrows Baby Dragon Bandit
Fire Spirit Arrows Baby Dragon
Baby Dragon
Arrows
Arrows Baby Dragon
Arrows Fire Spirit Baby Dragon
Arrows Baby Dragon Bandit
Arrows Baby Dragon Bandit
Arrows Baby Dragon Bandit
Fire Spirit Bats Archers Arrows Baby Dragon
Bats
Arrows Bandit
Arrows
Arrows
Fire Spirit Bats Archers Bandit
Fire Spirit Archers Arrows Baby Dragon
Arrows
Baby Dragon
Arrows Baby Dragon
Arrows
Bats Baby Dragon
Bats
Baby Dragon Goblin Giant Bandit

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