My Best Clash Royale Deck

Deck Check Rating

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

1 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 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 Ram Rider

Defensive buildings

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

Goblin Cage

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 Goblin Cage Zappies Ram Rider Lava Hound

Offensive cards

Win conditions

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

Ram Rider Lava Hound

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.

Ram Rider

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 Ice Spirit Ram Rider Lava Hound

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.

Ram Rider

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
Guards Ram Rider Lava Hound
Giant Snowball
Fire Spirit Zappies Guards Ram Rider Lava Hound
Zap
Fire Spirit Zappies Guards Ram Rider Lava Hound
Barbarian Barrel
Fire Spirit Ice Spirit Goblin Cage Zappies Guards
The Log
Fire Spirit Ice Spirit Goblin Cage Zappies Guards Ram Rider
Earthquake
Goblin Cage Zappies Guards
Arrows
Fire Spirit Ice Spirit Zappies Guards Lava Hound
Royal Delivery
Fire Spirit Ice Spirit Goblin Cage Zappies Guards Ram Rider Lava Hound
Fireball
Goblin Cage Zappies Ram Rider Lava Hound
Poison
Goblin Cage Zappies Guards Lava Hound
Lightning
Goblin Cage Ram Rider
Rocket
Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Arrows

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 Ice Spirit Arrows Guards

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 Ice Spirit 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 Ice Spirit Arrows Guards Goblin Cage Zappies Ram Rider Lava Hound

Shortest cycle

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

8 Fire Spirit Ice Spirit Arrows Guards

Attack Synergies 2 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
Goblin Cage Ram Rider
Ice Spirit
Goblin Cage Guards Ram Rider
Arrows
Lava Hound Ram Rider
Goblin Cage
Ice Spirit Fire Spirit Ram Rider Lava Hound
Zappies
Ram Rider Lava Hound
Guards
Ice Spirit Ram Rider Lava Hound
Ram Rider
Fire Spirit Ice Spirit Arrows Goblin Cage Zappies Guards
Lava Hound
Arrows Goblin Cage Zappies Guards

Defense Synergies 1 7

Fire Spirit
Ice Spirit
Ice Spirit
Goblin Cage Fire Spirit Zappies Guards Ram Rider
Arrows
Goblin Cage
Ice Spirit Zappies Guards
Zappies
Ice Spirit Goblin Cage Guards
Guards
Ice Spirit Goblin Cage Zappies
Ram Rider
Ice Spirit
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.

Goblin Cage Zappies Ram Rider
Ice Spirit Goblin Cage Zappies Ram Rider
Goblin Cage Ram Rider Fire Spirit Zappies
Goblin Cage Zappies Guards Ram Rider
Arrows Goblin Cage
Arrows Fire Spirit Zappies Guards
Ram Rider Fire Spirit Ice Spirit Arrows Goblin Cage Zappies
Arrows Goblin Cage Ram Rider
Zappies Goblin Cage
Guards Fire Spirit Ice Spirit Zappies
Guards Arrows Zappies Ram Rider
Arrows Zappies Ram Rider
Goblin Cage Fire Spirit Ice Spirit Zappies Guards Ram Rider
Fire Spirit Ice Spirit Arrows Goblin Cage Zappies Guards
Goblin Cage Zappies Ram Rider
Ice Spirit Goblin Cage Zappies Ram Rider
Arrows Goblin Cage Zappies
Fire Spirit Ice Spirit Arrows Goblin Cage Zappies Guards Ram Rider
Arrows Goblin Cage Fire Spirit Ice Spirit Zappies Guards Ram Rider
Goblin Cage Zappies Ram Rider
Fire Spirit Arrows Zappies Guards

Counters to secondary win conditions

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

Guards Goblin Cage Zappies
Arrows
Zappies Guards Ice Spirit Goblin Cage Ram Rider
Guards Goblin Cage Zappies Ram Rider
Goblin Cage Zappies Guards Ram Rider
Fire Spirit Arrows Ice Spirit Zappies Ram Rider
Guards Goblin Cage Zappies Ram Rider
Goblin Cage Zappies
Goblin Cage Ice Spirit Zappies
Goblin Cage Zappies Guards
Goblin Cage Zappies Guards
Arrows Goblin Cage Guards
Goblin Cage Zappies Guards Ram Rider
Goblin Cage Zappies
Zappies Guards Ice Spirit Goblin Cage
Arrows Goblin Cage Zappies

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 Guards
Arrows Ram Rider
Arrows
Arrows Guards
Fire Spirit Arrows
Arrows Fire Spirit Ice Spirit Ram Rider
Fire Spirit Arrows
Arrows Fire Spirit Ice Spirit Ram Rider
Arrows Ram Rider
Fire Spirit Guards
Arrows Ram Rider
Fire Spirit Arrows
Fire Spirit
Arrows
Arrows
Arrows
Arrows
Arrows
Fire Spirit Arrows
Fire Spirit Arrows
Arrows
Arrows
Arrows Fire Spirit Ice Spirit
Arrows Ram Rider
Arrows Ram Rider
Arrows
Fire Spirit Arrows
Ice Spirit Zappies Guards
Arrows
Ice Spirit Arrows Zappies
Arrows
Fire Spirit Ice Spirit Zappies Guards
Fire Spirit Arrows Zappies Ram Rider
Arrows
Arrows
Arrows
Ice Spirit Zappies Guards
Zappies

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