My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Dart Goblin Hunter

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.

Giant Barbarian Hut Hunter Bowler Mega Knight

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap

Punishments

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

Giant Mega Knight

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 Dart Goblin Giant Mega Knight

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
Giant
Giant Snowball
Fire Spirit Dart Goblin
Zap
Fire Spirit Dart Goblin
Barbarian Barrel
Fire Spirit Dart Goblin Barbarian Hut Hunter
The Log
Fire Spirit Dart Goblin Barbarian Hut Hunter
Earthquake
Barbarian Hut
Arrows
Fire Spirit Dart Goblin
Royal Delivery
Fire Spirit Dart Goblin Hunter Bowler
Fireball
Dart Goblin Barbarian Hut Hunter Bowler
Poison
Dart Goblin Barbarian Hut Hunter
Lightning
Barbarian Hut Hunter Bowler
Rocket
Barbarian Hut Hunter Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Hunter Bowler Mega Knight

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 Bowler Mega Knight

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 Dart Goblin

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 Zap Dart Goblin Hunter Giant Bowler Barbarian Hut Mega Knight

Shortest cycle

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

10 Fire Spirit Zap Dart Goblin Hunter

Attack Synergies 2 18

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 Giant Barbarian Hut Bowler
Zap
Giant Fire Spirit Dart Goblin Barbarian Hut Hunter Bowler Mega Knight
Dart Goblin
Zap Giant Barbarian Hut Bowler Mega Knight
Giant
Zap Hunter Fire Spirit Dart Goblin Barbarian Hut Bowler
Barbarian Hut
Fire Spirit Zap Dart Goblin Giant Hunter
Hunter
Giant Zap Barbarian Hut Bowler Mega Knight
Bowler
Fire Spirit Zap Dart Goblin Giant Hunter
Mega Knight
Zap Dart Goblin Hunter

Defense Synergies 1 12

Fire Spirit
Zap
Zap
Mega Knight Fire Spirit Dart Goblin Barbarian Hut Hunter Bowler
Dart Goblin
Zap Barbarian Hut Hunter Bowler Mega Knight
Giant
Barbarian Hut
Zap Dart Goblin Hunter
Hunter
Zap Dart Goblin Barbarian Hut Bowler Mega Knight
Bowler
Zap Dart Goblin Hunter
Mega Knight
Zap Dart Goblin Hunter

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.

Barbarian Hut Bowler Zap Dart Goblin
Barbarian Hut Hunter Zap Dart Goblin Mega Knight
Barbarian Hut Hunter Bowler Mega Knight Fire Spirit Dart Goblin
Barbarian Hut Hunter Dart Goblin Bowler Mega Knight
Bowler Mega Knight
Bowler Fire Spirit Zap Dart Goblin Hunter Mega Knight
Dart Goblin Hunter Fire Spirit Zap Barbarian Hut
Barbarian Hut Bowler Zap Dart Goblin Mega Knight
Barbarian Hut Hunter
Fire Spirit Dart Goblin Hunter Bowler Mega Knight
Dart Goblin Zap Hunter Bowler Mega Knight
Hunter Zap Dart Goblin Barbarian Hut
Barbarian Hut Hunter Bowler Mega Knight Fire Spirit Zap
Fire Spirit Barbarian Hut Bowler Mega Knight Zap Dart Goblin Hunter
Barbarian Hut Hunter Mega Knight
Barbarian Hut Zap Hunter Bowler Mega Knight
Barbarian Hut Mega Knight Hunter Bowler
Fire Spirit Mega Knight Zap Dart Goblin Barbarian Hut Hunter Bowler
Zap Hunter Fire Spirit Dart Goblin Barbarian Hut Bowler Mega Knight
Barbarian Hut Dart Goblin Hunter
Bowler Mega Knight Fire Spirit Dart Goblin Hunter

Counters to secondary win conditions

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

Barbarian Hut Mega Knight Zap Bowler
Zap Hunter Bowler Mega Knight
Mega Knight Zap Barbarian Hut Hunter Bowler
Hunter Bowler Mega Knight Zap Barbarian Hut
Barbarian Hut Hunter Bowler Mega Knight
Fire Spirit Zap Dart Goblin Hunter
Dart Goblin Barbarian Hut Hunter Bowler
Mega Knight Barbarian Hut Hunter
Zap Mega Knight Barbarian Hut
Dart Goblin Barbarian Hut
Mega Knight Dart Goblin Hunter Bowler
Mega Knight Zap Bowler
Bowler Mega Knight Barbarian Hut Hunter
Dart Goblin Barbarian Hut Bowler Mega Knight
Zap Dart Goblin Barbarian Hut Hunter Bowler
Bowler Mega Knight Zap Dart Goblin Barbarian Hut Hunter

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.)

Dart Goblin Barbarian Hut
Zap Dart Goblin Bowler
Dart Goblin Barbarian Hut
Dart Goblin Barbarian Hut
Fire Spirit Zap Bowler Mega Knight
Fire Spirit Zap Dart Goblin Hunter
Fire Spirit Dart Goblin Bowler
Fire Spirit Zap Dart Goblin Barbarian Hut Hunter Bowler
Zap Dart Goblin
Fire Spirit Bowler
Zap Dart Goblin Bowler
Fire Spirit Zap Dart Goblin
Fire Spirit Dart Goblin Barbarian Hut Hunter Bowler
Dart Goblin
Zap Dart Goblin Barbarian Hut
Zap Dart Goblin Barbarian Hut Hunter Bowler
Dart Goblin Barbarian Hut Bowler Mega Knight
Fire Spirit Zap Dart Goblin Hunter Bowler Mega Knight
Fire Spirit Zap Dart Goblin Bowler Mega Knight
Bowler Mega Knight
Bowler
Zap Barbarian Hut
Zap Fire Spirit Hunter Bowler Mega Knight
Zap Dart Goblin Hunter Bowler
Zap Bowler Mega Knight
Zap Dart Goblin
Fire Spirit Zap Dart Goblin Hunter
Zap Dart Goblin
Bowler
Zap Dart Goblin Hunter Mega Knight
Zap
Mega Knight
Bowler
Zap Fire Spirit Dart Goblin Barbarian Hut
Fire Spirit Zap Dart Goblin Hunter
Dart Goblin Hunter Bowler Mega Knight
Zap Dart Goblin Bowler
Zap
Dart Goblin Mega Knight
Zap Dart Goblin Bowler
Zap Dart Goblin
Zap Dart Goblin Bowler Mega Knight

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