My Best Clash Royale Deck

Deck Check Rating

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

Why?

Missing cards in your collection

Fisherman Mega Knight

Deck tips

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

Your deck is okay!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Ice Golem Zappies Inferno Dragon

Defensive buildings

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

Barbarian Hut

Investments

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

Ice Golem Zappies Barbarian Hut Inferno Dragon

Offensive cards

Win conditions

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

Goblin Barrel

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.

Goblin Barrel

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake Goblin Barrel

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 Golem

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.

Goblin Barrel

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 Barrel Guards Inferno Dragon
Giant Snowball
Fire Spirit Zappies Goblin Barrel Guards Inferno Dragon
Zap
Fire Spirit Zappies Goblin Barrel Guards Inferno Dragon
Barbarian Barrel
Fire Spirit Zappies Barbarian Hut Goblin Barrel Guards
The Log
Fire Spirit Zappies Barbarian Hut Goblin Barrel Guards
Earthquake
Zappies Barbarian Hut Goblin Barrel Guards
Arrows
Fire Spirit Zappies Goblin Barrel Guards
Royal Delivery
Fire Spirit Zappies Goblin Barrel Guards Inferno Dragon
Fireball
Zappies Barbarian Hut Goblin Barrel Inferno Dragon
Poison
Zappies Barbarian Hut Guards
Lightning
Ice Golem Barbarian Hut Inferno Dragon
Rocket
Barbarian Hut Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Golem Earthquake

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 Golem Guards Inferno Dragon

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.

Goblin Barrel

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 Golem Goblin Barrel

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 Ice Golem Earthquake Goblin Barrel Guards Zappies Inferno Dragon Barbarian Hut

Shortest cycle

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

9 Fire Spirit Ice Golem Earthquake Goblin Barrel

Attack Synergies 1 10

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
Ice Golem Barbarian Hut Goblin Barrel Inferno Dragon
Ice Golem
Goblin Barrel Fire Spirit Zappies Barbarian Hut
Earthquake
Barbarian Hut
Zappies
Ice Golem Goblin Barrel
Barbarian Hut
Fire Spirit Ice Golem Earthquake Goblin Barrel
Goblin Barrel
Ice Golem Fire Spirit Zappies Barbarian Hut Guards
Guards
Goblin Barrel
Inferno Dragon
Fire Spirit

Defense Synergies 0 10

Fire Spirit
Ice Golem
Ice Golem
Fire Spirit Earthquake Zappies Barbarian Hut Guards Inferno Dragon
Earthquake
Ice Golem Zappies Barbarian Hut
Zappies
Ice Golem Earthquake Guards
Barbarian Hut
Ice Golem Earthquake Inferno Dragon
Goblin Barrel
Guards
Ice Golem Zappies
Inferno Dragon
Ice Golem Barbarian Hut

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 Barbarian Hut Ice Golem Zappies
Barbarian Hut Inferno Dragon Zappies
Barbarian Hut Fire Spirit Zappies Inferno Dragon
Barbarian Hut Inferno Dragon Zappies Guards
Earthquake
Fire Spirit Earthquake Zappies Guards
Inferno Dragon Fire Spirit Zappies Barbarian Hut
Earthquake Barbarian Hut Ice Golem
Zappies Barbarian Hut Inferno Dragon
Guards Fire Spirit Ice Golem Zappies
Guards Ice Golem Earthquake Zappies
Inferno Dragon Zappies Barbarian Hut
Barbarian Hut Fire Spirit Earthquake Zappies Guards
Fire Spirit Barbarian Hut Earthquake Zappies Guards
Barbarian Hut Inferno Dragon Zappies
Barbarian Hut Zappies Inferno Dragon
Barbarian Hut Zappies
Fire Spirit Zappies Barbarian Hut Guards
Earthquake Fire Spirit Ice Golem Zappies Barbarian Hut Guards Inferno Dragon
Barbarian Hut Zappies Inferno Dragon
Fire Spirit Earthquake Zappies Guards

Counters to secondary win conditions

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

Barbarian Hut Guards Ice Golem Zappies
Ice Golem Inferno Dragon
Zappies Guards Ice Golem Barbarian Hut
Guards Ice Golem Zappies Barbarian Hut
Barbarian Hut Zappies Guards Inferno Dragon
Fire Spirit Ice Golem Zappies
Guards Ice Golem Zappies Barbarian Hut
Zappies Barbarian Hut Inferno Dragon
Ice Golem Zappies Barbarian Hut Inferno Dragon
Zappies Barbarian Hut Guards Inferno Dragon
Inferno Dragon Zappies Guards
Guards
Ice Golem Zappies Barbarian Hut Guards
Zappies Barbarian Hut
Zappies Guards Ice Golem Barbarian Hut Inferno Dragon
Ice Golem Earthquake Zappies Barbarian Hut Inferno 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 Ice Golem Barbarian Hut Guards
Earthquake Barbarian Hut
Earthquake Ice Golem Barbarian Hut Guards
Fire Spirit Earthquake
Fire Spirit Ice Golem
Fire Spirit Earthquake
Earthquake Fire Spirit Ice Golem Barbarian Hut
Fire Spirit Guards
Earthquake
Fire Spirit
Earthquake Fire Spirit Ice Golem Barbarian Hut
Earthquake
Earthquake Ice Golem Barbarian Hut
Earthquake Barbarian Hut
Earthquake Barbarian Hut
Earthquake
Fire Spirit Earthquake
Fire Spirit Earthquake
Earthquake
Earthquake Barbarian Hut
Ice Golem Earthquake Fire Spirit
Inferno Dragon
Earthquake
Fire Spirit Ice Golem
Zappies Guards
Earthquake
Zappies
Earthquake
Earthquake Fire Spirit Zappies Barbarian Hut Guards
Fire Spirit Zappies
Ice Golem Earthquake
Zappies Guards
Zappies

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