My Best Clash Royale Deck

Deck Check Rating

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

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 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.

Goblin Gang Firecracker Inferno Tower Hunter

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.

Firecracker Hunter Boss Bandit

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.

Arrows Fireball

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.

Fireball

Dropped at the bridge

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

Goblin Gang Heal Spirit Boss 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.

Firecracker Boss 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
Goblin Gang
Giant Snowball
Goblin Gang
Zap
Goblin Gang Firecracker Inferno Tower
Barbarian Barrel
Goblin Gang Firecracker Heal Spirit Inferno Tower Hunter
The Log
Goblin Gang Firecracker Heal Spirit Hunter
Earthquake
Goblin Gang Firecracker Inferno Tower
Arrows
Goblin Gang Firecracker Heal Spirit
Royal Delivery
Goblin Gang Firecracker Heal Spirit Hunter Boss Bandit
Fireball
Goblin Gang Firecracker Inferno Tower Hunter Boss Bandit
Poison
Goblin Gang Firecracker Inferno Tower Hunter Boss Bandit
Lightning
Inferno Tower Hunter Boss Bandit
Rocket
Inferno Tower Hunter Boss Bandit

Against air swarms

Spells and units that can counter air swarms.

Arrows Firecracker Fireball Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Firecracker Fireball Hunter

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.

Arrows Heal Spirit Inferno Tower Boss Bandit

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.

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.

Goblin Gang Heal Spirit 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Heal Spirit Arrows Goblin Gang Firecracker Fireball Hunter Inferno Tower Boss Bandit

Shortest cycle

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

10 Heal Spirit Arrows Goblin Gang Firecracker

Attack Synergies 1 2

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.

Arrows
Fireball
Goblin Gang
Firecracker
Firecracker
Goblin Gang
Heal Spirit
Hunter
Fireball
Arrows
Inferno Tower
Hunter
Heal Spirit
Boss Bandit

Defense Synergies 1 6

Arrows
Fireball Inferno Tower
Goblin Gang
Inferno Tower Firecracker
Firecracker
Goblin Gang Inferno Tower Hunter
Heal Spirit
Fireball
Arrows Inferno Tower
Inferno Tower
Goblin Gang Arrows Firecracker Fireball
Hunter
Firecracker
Boss Bandit

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.

Firecracker Fireball Inferno Tower
Inferno Tower Hunter Goblin Gang Firecracker
Goblin Gang Inferno Tower Hunter
Inferno Tower Hunter Goblin Gang Firecracker
Arrows Firecracker Fireball
Arrows Goblin Gang Fireball Firecracker Hunter
Inferno Tower Hunter Arrows Goblin Gang Firecracker Fireball
Arrows Fireball Inferno Tower
Inferno Tower Hunter Goblin Gang
Goblin Gang Firecracker Inferno Tower Hunter
Goblin Gang Arrows Firecracker Fireball Hunter
Arrows Inferno Tower Hunter Goblin Gang Firecracker Fireball
Inferno Tower Hunter Goblin Gang Fireball
Fireball Arrows Goblin Gang Firecracker Hunter
Inferno Tower Goblin Gang Hunter
Inferno Tower Goblin Gang Fireball Hunter
Arrows Goblin Gang Firecracker Fireball Inferno Tower Hunter
Arrows Fireball Goblin Gang Firecracker Hunter
Arrows Hunter Firecracker Fireball
Inferno Tower Hunter
Goblin Gang Arrows Firecracker Fireball Hunter

Counters to secondary win conditions

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

Goblin Gang Fireball Inferno Tower
Fireball Arrows Goblin Gang Firecracker Hunter
Goblin Gang Inferno Tower Hunter
Goblin Gang Hunter Fireball Inferno Tower
Inferno Tower Goblin Gang Hunter
Arrows Firecracker Fireball Goblin Gang Hunter
Goblin Gang Fireball Inferno Tower Hunter
Inferno Tower Hunter
Firecracker Fireball Inferno Tower
Inferno Tower Goblin Gang
Inferno Tower Hunter
Arrows Fireball
Goblin Gang Fireball Inferno Tower Hunter
Firecracker Fireball
Goblin Gang Inferno Tower Firecracker Fireball Hunter
Arrows Firecracker Fireball Inferno Tower Hunter
Arrows Fireball Inferno Tower
Inferno Tower Hunter

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 Arrows Firecracker
Arrows Firecracker Fireball
Arrows Fireball
Arrows Firecracker Fireball
Fireball Arrows Firecracker
Arrows Firecracker Fireball Hunter
Arrows Firecracker
Arrows Fireball Firecracker Hunter
Arrows Fireball Firecracker
Goblin Gang Fireball
Firecracker Arrows Fireball
Fireball Arrows Firecracker
Firecracker Fireball Hunter
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Arrows Firecracker Fireball Hunter
Arrows Firecracker Fireball
Arrows Fireball
Arrows Firecracker Fireball Hunter
Arrows Firecracker Fireball
Fireball
Arrows Fireball
Arrows Fireball
Arrows Firecracker Fireball Hunter
Arrows Firecracker Fireball Hunter
Fireball Arrows
Fireball Arrows Firecracker
Arrows Firecracker Fireball Hunter
Firecracker Fireball
Fireball
Arrows Fireball Hunter
Arrows Firecracker Fireball
Arrows Firecracker Fireball
Goblin Gang Fireball
Fireball Arrows Firecracker Hunter
Arrows Fireball
Fireball Goblin Gang Firecracker Hunter
Arrows Firecracker Fireball
Arrows Fireball
Firecracker
Goblin Gang Firecracker Fireball
Firecracker Fireball
Firecracker Fireball
Fireball Firecracker

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