My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Goblin Gang Baby Dragon

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.

Bats Knight Baby Dragon

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.

Zap Fireball Lightning

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 Lightning

Dropped at the bridge

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

Fire Spirit Knight Goblin Gang Baby Dragon

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
Bats Goblin Gang
Giant Snowball
Fire Spirit Bats Goblin Gang Baby Dragon
Zap
Fire Spirit Bats Goblin Gang
Barbarian Barrel
Fire Spirit Knight Goblin Gang
The Log
Fire Spirit Goblin Gang
Earthquake
Goblin Gang
Arrows
Fire Spirit Bats Goblin Gang
Royal Delivery
Fire Spirit Bats Knight Goblin Gang Baby Dragon
Fireball
Goblin Gang Baby Dragon
Poison
Bats Goblin Gang
Lightning
Knight Baby Dragon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Fireball Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Fireball Baby Dragon

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 Bats Knight Baby 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.

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.

Fire Spirit Goblin Gang 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Zap Knight Goblin Gang Fireball Baby Dragon Lightning

Shortest cycle

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

8 Fire Spirit Bats Zap Knight

Attack Synergies 4 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
Zap Knight Baby Dragon
Bats
Knight Zap Baby Dragon
Zap
Fireball Fire Spirit Bats Knight Baby Dragon
Knight
Bats Goblin Gang Baby Dragon Fire Spirit Zap Fireball
Goblin Gang
Knight Baby Dragon
Fireball
Zap Knight Baby Dragon
Baby Dragon
Knight Fire Spirit Bats Zap Goblin Gang Fireball Lightning
Lightning
Baby Dragon

Defense Synergies 4 8

Fire Spirit
Knight Zap
Bats
Knight Zap Baby Dragon
Zap
Fireball Fire Spirit Bats Knight Goblin Gang Baby Dragon
Knight
Fire Spirit Bats Goblin Gang Zap Fireball Baby Dragon
Goblin Gang
Knight Zap
Fireball
Zap Knight
Baby Dragon
Bats Zap Knight
Lightning

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.

Lightning Zap Knight Fireball Baby Dragon
Bats Zap Knight Goblin Gang
Goblin Gang Fire Spirit Bats Knight Lightning
Bats Knight Goblin Gang
Lightning Fireball
Goblin Gang Fireball Fire Spirit Bats Zap Baby Dragon
Bats Lightning Fire Spirit Zap Goblin Gang Fireball Baby Dragon
Lightning Zap Fireball Baby Dragon
Goblin Gang
Knight Goblin Gang Fire Spirit
Bats Goblin Gang Zap Knight Fireball Baby Dragon
Bats Zap Goblin Gang Fireball Baby Dragon
Fire Spirit Bats Zap Knight Goblin Gang Fireball Lightning
Fire Spirit Fireball Bats Zap Goblin Gang Baby Dragon
Knight Goblin Gang
Zap Goblin Gang Fireball Lightning
Bats Knight Goblin Gang Fireball
Fire Spirit Fireball Bats Zap Knight Goblin Gang Baby Dragon
Zap Baby Dragon Fire Spirit Bats Knight Fireball
Goblin Gang Fire Spirit Bats Knight Fireball Baby Dragon

Counters to secondary win conditions

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

Knight Goblin Gang Zap Fireball
Fireball Zap Knight Goblin Gang Baby Dragon Lightning
Goblin Gang Bats Zap Knight Lightning
Goblin Gang Lightning Bats Zap Knight Fireball
Knight Goblin Gang
Fire Spirit Fireball Bats Zap Goblin Gang Baby Dragon
Goblin Gang Bats Knight Fireball Lightning
Knight
Zap Lightning Bats Knight Fireball Baby Dragon
Goblin Gang
Bats Knight
Lightning Zap Fireball
Lightning Knight Goblin Gang Fireball
Fireball Baby Dragon
Goblin Gang Bats Zap Knight Fireball Baby Dragon Lightning
Bats Zap Fireball 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.)

Fireball Lightning Knight Baby Dragon
Fireball Zap Baby Dragon
Lightning Fireball Baby Dragon
Lightning Knight Fireball
Fireball Fire Spirit Zap Baby Dragon
Fireball Fire Spirit Bats Zap Baby Dragon
Fire Spirit Baby Dragon
Fireball Fire Spirit Zap Baby Dragon Lightning
Fireball Zap Lightning
Lightning Fire Spirit Bats Goblin Gang Fireball
Lightning Zap Knight Fireball
Fireball Lightning Fire Spirit Zap Baby Dragon
Lightning Fire Spirit Knight Fireball Baby Dragon
Lightning Fireball Baby Dragon
Lightning Zap Fireball Baby Dragon
Lightning Zap Fireball Baby Dragon
Lightning Fireball Baby Dragon
Lightning Fireball
Bats Lightning
Lightning Fire Spirit Zap Fireball Baby Dragon
Lightning Fire Spirit Zap Fireball Baby Dragon
Lightning Fireball Baby Dragon
Lightning Fireball
Lightning
Lightning Zap Fireball Baby Dragon
Zap Fire Spirit Fireball Baby Dragon
Fireball Zap Baby Dragon Lightning
Fireball Lightning Zap Baby Dragon
Fireball Lightning Zap Baby Dragon
Lightning Fire Spirit Bats Zap Fireball Baby Dragon
Zap Lightning Bats Fireball
Lightning Fireball
Lightning Zap Fireball
Zap Lightning Fireball
Fireball Lightning
Zap Lightning Fire Spirit Bats Goblin Gang Fireball
Fireball Lightning Fire Spirit Zap Baby Dragon
Fireball
Fireball Lightning Knight Goblin Gang Baby Dragon
Zap Fireball Baby Dragon Lightning
Lightning Zap Fireball
Zap Bats Goblin Gang Fireball Baby Dragon Lightning
Bats Zap Fireball Lightning
Lightning Zap Fireball Baby Dragon

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