My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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 Bats

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 Bowler

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 Arrows

Punishments

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

Elite Barbarians

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 Knight Barbarians Elite Barbarians

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.

Elite Barbarians

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 Elite Barbarians
Giant Snowball
Fire Spirit Bats Barbarians
Zap
Fire Spirit Bats
Barbarian Barrel
Fire Spirit Knight Barbarians Elite Barbarians
The Log
Fire Spirit Barbarians Elite Barbarians
Earthquake
Barbarians
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Knight Barbarians Elite Barbarians Bowler
Fireball
Barbarians Elite Barbarians Bowler
Poison
Bats Barbarians
Lightning
Knight Elite Barbarians Bowler
Rocket
Barbarians Elite Barbarians Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows 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 Bats Arrows Knight Bowler

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.

Elite Barbarians

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 Barbarians

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 Arrows Knight Barbarians Bowler Elite Barbarians

Shortest cycle

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

8 Fire Spirit Bats Zap Arrows

Attack Synergies 4 12

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 Elite Barbarians Bowler
Bats
Knight Zap Elite Barbarians Bowler
Zap
Arrows Elite Barbarians Fire Spirit Bats Knight Bowler
Arrows
Zap Elite Barbarians Knight Bowler
Knight
Bats Fire Spirit Zap Arrows Elite Barbarians
Barbarians
Elite Barbarians
Zap Arrows Fire Spirit Bats Knight
Bowler
Fire Spirit Bats Zap Arrows

Defense Synergies 2 12

Fire Spirit
Knight Zap
Bats
Knight Zap Bowler
Zap
Fire Spirit Bats Arrows Knight Barbarians Elite Barbarians Bowler
Arrows
Zap Knight Barbarians Bowler
Knight
Fire Spirit Bats Zap Arrows Bowler
Barbarians
Zap Arrows
Elite Barbarians
Zap
Bowler
Bats Zap Arrows Knight

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.

Bowler Zap Knight
Barbarians Elite Barbarians Bats Zap Knight
Barbarians Bowler Fire Spirit Bats Knight Elite Barbarians
Barbarians Elite Barbarians Bats Knight Bowler
Arrows Barbarians Elite Barbarians Bowler
Arrows Bowler Fire Spirit Bats Zap
Bats Fire Spirit Zap Arrows
Bowler Zap Arrows Barbarians
Barbarians Elite Barbarians
Knight Elite Barbarians Fire Spirit Barbarians Bowler
Bats Barbarians Zap Arrows Knight Bowler
Arrows Bats Zap
Barbarians Bowler Fire Spirit Bats Zap Knight Elite Barbarians
Fire Spirit Bowler Bats Zap Arrows Barbarians
Barbarians Elite Barbarians Knight
Barbarians Zap Elite Barbarians Bowler
Barbarians Bats Arrows Knight Elite Barbarians Bowler
Fire Spirit Arrows Bats Zap Knight Barbarians Elite Barbarians Bowler
Zap Arrows Fire Spirit Bats Knight Barbarians Bowler
Barbarians Elite Barbarians
Bowler Fire Spirit Bats Arrows Knight Barbarians Elite Barbarians

Counters to secondary win conditions

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

Knight Barbarians Zap Elite Barbarians Bowler
Zap Arrows Knight Elite Barbarians Bowler
Barbarians Bats Zap Knight Elite Barbarians Bowler
Bowler Bats Zap Knight Barbarians Elite Barbarians
Barbarians Knight Elite Barbarians Bowler
Fire Spirit Arrows Bats Zap
Bats Knight Barbarians Elite Barbarians Bowler
Knight Barbarians Elite Barbarians
Zap Bats Knight Barbarians Elite Barbarians
Barbarians
Bats Knight Barbarians Elite Barbarians Bowler
Zap Arrows Barbarians Elite Barbarians Bowler
Barbarians Elite Barbarians Bowler Knight
Barbarians Bowler
Barbarians Elite Barbarians Bats Zap Knight Bowler
Bats Arrows Bowler Zap Barbarians Elite Barbarians

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 Knight
Arrows Zap Bowler
Arrows
Arrows Knight Barbarians
Fire Spirit Zap Arrows Bowler
Arrows Fire Spirit Bats Zap
Fire Spirit Arrows Bowler
Arrows Fire Spirit Zap Bowler
Arrows Zap
Fire Spirit Bats Elite Barbarians Bowler
Zap Arrows Knight Bowler
Fire Spirit Zap Arrows
Fire Spirit Knight Elite Barbarians Bowler
Arrows
Zap Arrows Elite Barbarians
Zap Arrows Bowler
Arrows Bowler
Arrows
Bats
Fire Spirit Zap Arrows Bowler
Fire Spirit Zap Arrows Bowler
Bowler
Arrows
Bowler
Zap Arrows Barbarians
Zap Arrows Fire Spirit Bowler
Arrows Zap Bowler
Zap Arrows Bowler
Zap Arrows
Elite Barbarians Fire Spirit Bats Zap Arrows
Zap Bats
Elite Barbarians Bowler
Zap Arrows
Zap Arrows
Arrows Bowler
Zap Fire Spirit Bats Barbarians
Fire Spirit Zap Arrows
Arrows
Knight Bowler
Arrows Zap Bowler
Zap Arrows
Elite Barbarians
Zap Bats Elite Barbarians Bowler
Bats Zap
Zap Bowler

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