My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
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 Zappies Goblin Giant Ice Wizard

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.

Battle Ram Zappies Goblin Giant Ice Wizard Lava Hound

Offensive cards

Win conditions

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

Battle Ram Goblin Giant Lava Hound

Damage spells

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

Giant Snowball

Punishments

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

Battle Ram Goblin Giant

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 Goblins Battle Ram Goblin Giant Lava Hound

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
Battle Ram Lava Hound
Giant Snowball
Fire Spirit Goblins Battle Ram Zappies Lava Hound
Zap
Fire Spirit Goblins Battle Ram Zappies Goblin Giant Lava Hound
Barbarian Barrel
Fire Spirit Goblins Battle Ram Zappies Ice Wizard
The Log
Fire Spirit Goblins Battle Ram Zappies
Earthquake
Zappies
Arrows
Fire Spirit Goblins Zappies Lava Hound
Royal Delivery
Fire Spirit Goblins Battle Ram Zappies Ice Wizard Lava Hound
Fireball
Battle Ram Zappies Ice Wizard Lava Hound
Poison
Zappies Ice Wizard Lava Hound
Lightning
Battle Ram Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Giant Snowball Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Giant Snowball Ice Wizard

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 Battle Ram Ice Wizard

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 Goblins Ice Wizard Lava Hound

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 Goblins Giant Snowball Ice Wizard Battle Ram Zappies Goblin Giant Lava Hound

Shortest cycle

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

8 Fire Spirit Goblins Giant Snowball Ice Wizard

Attack Synergies 1 11

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
Giant Snowball Battle Ram Goblin Giant
Goblins
Battle Ram
Giant Snowball
Battle Ram Fire Spirit Goblin Giant Lava Hound
Battle Ram
Giant Snowball Fire Spirit Goblins Zappies Lava Hound
Zappies
Battle Ram Goblin Giant Lava Hound
Goblin Giant
Fire Spirit Giant Snowball Zappies Ice Wizard
Ice Wizard
Goblin Giant
Lava Hound
Giant Snowball Battle Ram Zappies

Defense Synergies 0 7

Fire Spirit
Giant Snowball
Goblins
Giant Snowball Zappies Ice Wizard
Giant Snowball
Fire Spirit Goblins Zappies Goblin Giant Ice Wizard
Battle Ram
Zappies
Goblins Giant Snowball
Goblin Giant
Giant Snowball
Ice Wizard
Goblins Giant Snowball
Lava Hound

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.

Zappies Goblin Giant
Goblins Zappies Ice Wizard
Fire Spirit Goblins Giant Snowball Zappies Ice Wizard
Goblins Zappies Ice Wizard
Fire Spirit Goblins Giant Snowball Zappies Ice Wizard
Giant Snowball Fire Spirit Zappies Ice Wizard
Goblin Giant
Zappies Goblins Ice Wizard
Fire Spirit Goblins Giant Snowball Zappies Ice Wizard
Goblins Ice Wizard Giant Snowball Zappies Goblin Giant
Giant Snowball Zappies Ice Wizard
Fire Spirit Giant Snowball Zappies Ice Wizard
Fire Spirit Goblins Giant Snowball Zappies
Zappies
Giant Snowball Zappies
Goblins Zappies
Fire Spirit Goblins Giant Snowball Zappies Ice Wizard
Giant Snowball Fire Spirit Zappies Ice Wizard
Zappies
Fire Spirit Goblins Giant Snowball Zappies Goblin Giant

Counters to secondary win conditions

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

Goblins Giant Snowball Zappies
Giant Snowball
Zappies Goblins Goblin Giant
Zappies Goblin Giant
Zappies Goblin Giant
Fire Spirit Giant Snowball Zappies Goblin Giant Ice Wizard
Goblins Zappies Goblin Giant Ice Wizard
Zappies Goblin Giant
Goblins Giant Snowball Zappies
Zappies Goblin Giant
Zappies
Giant Snowball Goblin Giant
Zappies Goblin Giant
Zappies
Zappies Goblins Goblin Giant
Giant Snowball Zappies Ice Wizard

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.)

Giant Snowball Ice Wizard
Goblin Giant
Fire Spirit Giant Snowball
Fire Spirit Giant Snowball Goblin Giant Ice Wizard
Fire Spirit
Fire Spirit Giant Snowball Ice Wizard
Giant Snowball
Fire Spirit Goblins Giant Snowball
Fire Spirit Giant Snowball
Fire Spirit Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball
Fire Spirit Giant Snowball
Fire Spirit Giant Snowball
Giant Snowball
Giant Snowball
Giant Snowball Fire Spirit Ice Wizard
Giant Snowball Ice Wizard
Giant Snowball
Fire Spirit Giant Snowball Ice Wizard
Giant Snowball Zappies
Giant Snowball
Giant Snowball
Giant Snowball Zappies
Giant Snowball
Fire Spirit Zappies
Fire Spirit Giant Snowball Zappies Ice Wizard
Giant Snowball
Giant Snowball
Giant Snowball Zappies
Giant Snowball Zappies
Giant Snowball Goblin Giant

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