My Best Clash Royale Deck

Deck Check Rating

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

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 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 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 Spear Goblins Baby Dragon Ram Rider

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.

Spear Goblins Knight Baby Dragon Bowler Ram Rider

Offensive cards

Win conditions

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

Ram Rider

Damage spells

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

Earthquake

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.

Earthquake

Dropped at the bridge

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

Fire Spirit Spear Goblins Knight Baby Dragon Ram Rider

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
Spear Goblins Guards Ram Rider
Giant Snowball
Fire Spirit Spear Goblins Guards Baby Dragon Ram Rider
Zap
Fire Spirit Spear Goblins Guards Ram Rider
Barbarian Barrel
Fire Spirit Spear Goblins Knight Guards
The Log
Fire Spirit Spear Goblins Guards Ram Rider
Earthquake
Spear Goblins Guards
Arrows
Fire Spirit Spear Goblins Guards
Royal Delivery
Fire Spirit Spear Goblins Knight Guards Baby Dragon Bowler Ram Rider
Fireball
Baby Dragon Bowler Ram Rider
Poison
Spear Goblins Guards
Lightning
Knight Baby Dragon Bowler Ram Rider
Rocket
Bowler Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Baby Dragon Bowler

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 Spear Goblins Knight Guards Baby Dragon Bowler

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Spear Goblins Knight Earthquake Guards Baby Dragon Bowler Ram Rider

Shortest cycle

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

9 Fire Spirit Spear Goblins Knight Earthquake

Attack Synergies 2 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
Knight Baby Dragon Bowler Ram Rider
Spear Goblins
Knight Earthquake Baby Dragon Bowler Ram Rider
Knight
Spear Goblins Baby Dragon Fire Spirit Earthquake Ram Rider
Earthquake
Spear Goblins Knight Ram Rider
Guards
Ram Rider
Baby Dragon
Knight Fire Spirit Spear Goblins Bowler Ram Rider
Bowler
Fire Spirit Spear Goblins Baby Dragon Ram Rider
Ram Rider
Fire Spirit Spear Goblins Knight Earthquake Guards Baby Dragon Bowler

Defense Synergies 2 10

Fire Spirit
Knight Spear Goblins
Spear Goblins
Knight Fire Spirit Earthquake Guards Baby Dragon Bowler
Knight
Fire Spirit Spear Goblins Earthquake Baby Dragon Bowler
Earthquake
Spear Goblins Knight
Guards
Spear Goblins Baby Dragon
Baby Dragon
Spear Goblins Knight Guards Bowler
Bowler
Spear Goblins Knight Baby Dragon
Ram Rider

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.

Earthquake Bowler Spear Goblins Knight Baby Dragon Ram Rider
Knight Ram Rider
Bowler Ram Rider Fire Spirit Knight
Knight Guards Bowler Ram Rider
Earthquake Bowler
Bowler Fire Spirit Spear Goblins Earthquake Guards Baby Dragon
Ram Rider Fire Spirit Spear Goblins Baby Dragon
Earthquake Bowler Baby Dragon Ram Rider
Knight Guards Fire Spirit Spear Goblins Bowler
Guards Spear Goblins Knight Earthquake Baby Dragon Bowler Ram Rider
Spear Goblins Baby Dragon Ram Rider
Bowler Fire Spirit Knight Earthquake Guards Ram Rider
Fire Spirit Bowler Earthquake Guards Baby Dragon
Knight Ram Rider
Bowler Ram Rider
Knight Bowler
Fire Spirit Spear Goblins Knight Guards Baby Dragon Bowler Ram Rider
Earthquake Baby Dragon Fire Spirit Spear Goblins Knight Guards Bowler Ram Rider
Ram Rider
Bowler Fire Spirit Spear Goblins Knight Earthquake Guards Baby Dragon

Counters to secondary win conditions

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

Knight Guards Spear Goblins Bowler
Knight Baby Dragon Bowler
Guards Spear Goblins Knight Bowler Ram Rider
Guards Bowler Knight Ram Rider
Knight Guards Bowler Ram Rider
Fire Spirit Baby Dragon Ram Rider
Guards Spear Goblins Knight Bowler Ram Rider
Knight
Spear Goblins Knight Baby Dragon
Guards
Knight Guards Bowler
Guards Bowler
Bowler Knight Guards Ram Rider
Baby Dragon Bowler
Guards Spear Goblins Knight Baby Dragon Bowler
Bowler Earthquake 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.)

Earthquake Knight Guards Baby Dragon
Baby Dragon Bowler Ram Rider
Earthquake Baby Dragon
Earthquake Knight Guards
Fire Spirit Earthquake Baby Dragon Bowler
Fire Spirit Spear Goblins Baby Dragon Ram Rider
Fire Spirit Earthquake Baby Dragon Bowler
Earthquake Fire Spirit Baby Dragon Bowler Ram Rider
Ram Rider
Fire Spirit Guards Bowler
Knight Earthquake Bowler Ram Rider
Fire Spirit Baby Dragon
Earthquake Fire Spirit Knight Baby Dragon Bowler
Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Spear Goblins Baby Dragon Bowler
Earthquake Baby Dragon Bowler
Earthquake
Fire Spirit Earthquake Baby Dragon Bowler
Fire Spirit Earthquake Baby Dragon Bowler
Earthquake Baby Dragon Bowler
Bowler
Earthquake Baby Dragon
Earthquake Fire Spirit Baby Dragon Bowler
Earthquake Baby Dragon Bowler Ram Rider
Baby Dragon Bowler Ram Rider
Baby Dragon
Fire Spirit Baby Dragon
Guards
Bowler
Earthquake
Earthquake Bowler
Earthquake Fire Spirit Spear Goblins Guards
Fire Spirit Baby Dragon Ram Rider
Knight Baby Dragon Bowler
Earthquake Baby Dragon Bowler
Guards Baby Dragon Bowler
Baby Dragon Bowler

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