My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Elixir Golem Bandit Fisherman Magic Archer Ram Rider Sparky

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 Spear Goblins Bats Baby Dragon Ice Wizard

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 Bats Baby Dragon Ice Wizard Mega Knight Lava Hound

Offensive cards

Win conditions

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

Lava Hound

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.

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 Spear Goblins Baby Dragon Mega Knight Lava Hound

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 Bats Lava Hound
Giant Snowball
Fire Spirit Spear Goblins Bats Baby Dragon Lava Hound
Zap
Fire Spirit Spear Goblins Bats Lava Hound
Barbarian Barrel
Fire Spirit Spear Goblins Ice Wizard
The Log
Fire Spirit Spear Goblins
Earthquake
Spear Goblins
Arrows
Fire Spirit Spear Goblins Bats Lava Hound
Royal Delivery
Fire Spirit Spear Goblins Bats Baby Dragon Ice Wizard Lava Hound
Fireball
Baby Dragon Ice Wizard Lava Hound
Poison
Spear Goblins Bats Ice Wizard Lava Hound
Lightning
Baby Dragon Ice Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Baby Dragon Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Baby Dragon Ice Wizard 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 Spear Goblins Bats Baby Dragon Ice Wizard 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 Ice Wizard Lava Hound

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 Bats Zap Ice Wizard Baby Dragon Mega Knight Lava Hound

Shortest cycle

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

7 Fire Spirit Spear Goblins Bats Zap

Attack Synergies 3 13

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 Baby Dragon
Spear Goblins
Zap Baby Dragon Mega Knight
Bats
Mega Knight Lava Hound Zap Baby Dragon
Zap
Fire Spirit Spear Goblins Bats Baby Dragon Ice Wizard Mega Knight Lava Hound
Baby Dragon
Lava Hound Fire Spirit Spear Goblins Bats Zap Ice Wizard Mega Knight
Ice Wizard
Zap Baby Dragon
Mega Knight
Bats Spear Goblins Zap Baby Dragon
Lava Hound
Bats Baby Dragon Zap

Defense Synergies 2 15

Fire Spirit
Spear Goblins Zap
Spear Goblins
Fire Spirit Bats Zap Baby Dragon Ice Wizard Mega Knight
Bats
Spear Goblins Zap Baby Dragon Ice Wizard Mega Knight
Zap
Mega Knight Fire Spirit Spear Goblins Bats Baby Dragon Ice Wizard
Baby Dragon
Ice Wizard Spear Goblins Bats Zap Mega Knight
Ice Wizard
Baby Dragon Spear Goblins Bats Zap Mega Knight
Mega Knight
Zap Spear Goblins Bats Baby Dragon Ice Wizard
Lava Hound

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.

Spear Goblins Zap Baby Dragon
Bats Zap Ice Wizard Mega Knight
Mega Knight Fire Spirit Bats Ice Wizard
Bats Ice Wizard Mega Knight
Mega Knight
Fire Spirit Spear Goblins Bats Zap Baby Dragon Ice Wizard Mega Knight
Bats Fire Spirit Spear Goblins Zap Baby Dragon Ice Wizard
Zap Baby Dragon Mega Knight
Ice Wizard
Fire Spirit Spear Goblins Ice Wizard Mega Knight
Bats Ice Wizard Spear Goblins Zap Baby Dragon Mega Knight
Spear Goblins Bats Zap Baby Dragon Ice Wizard
Mega Knight Fire Spirit Bats Zap Ice Wizard
Fire Spirit Mega Knight Bats Zap Baby Dragon
Mega Knight
Zap Mega Knight
Mega Knight Bats
Fire Spirit Mega Knight Spear Goblins Bats Zap Baby Dragon Ice Wizard
Zap Baby Dragon Fire Spirit Spear Goblins Bats Ice Wizard Mega Knight
Mega Knight Fire Spirit Spear Goblins Bats Baby Dragon

Counters to secondary win conditions

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

Mega Knight Spear Goblins Zap
Zap Baby Dragon Mega Knight
Mega Knight Spear Goblins Bats Zap
Mega Knight Bats Zap
Mega Knight
Fire Spirit Bats Zap Baby Dragon Ice Wizard
Spear Goblins Bats Ice Wizard
Mega Knight
Zap Mega Knight Spear Goblins Bats Baby Dragon
Mega Knight Bats
Mega Knight Zap
Mega Knight
Baby Dragon Mega Knight
Spear Goblins Bats Zap Baby Dragon
Bats Mega Knight Zap Baby Dragon Ice Wizard

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.)

Baby Dragon
Zap Baby Dragon Ice Wizard
Baby Dragon
Fire Spirit Zap Baby Dragon Mega Knight
Fire Spirit Spear Goblins Bats Zap Baby Dragon Ice Wizard
Fire Spirit Baby Dragon
Fire Spirit Zap Baby Dragon Ice Wizard
Zap
Fire Spirit Bats
Zap
Fire Spirit Zap Baby Dragon
Fire Spirit Baby Dragon
Baby Dragon
Zap Baby Dragon
Spear Goblins Zap Baby Dragon
Baby Dragon Mega Knight
Bats
Fire Spirit Zap Baby Dragon Mega Knight
Fire Spirit Zap Baby Dragon Mega Knight
Baby Dragon Mega Knight
Zap Baby Dragon
Zap Fire Spirit Baby Dragon Ice Wizard Mega Knight
Zap Baby Dragon Ice Wizard
Zap Baby Dragon Mega Knight
Zap Baby Dragon
Fire Spirit Bats Zap Baby Dragon Ice Wizard
Zap Bats
Zap Mega Knight
Zap
Mega Knight
Zap Fire Spirit Spear Goblins Bats
Fire Spirit Zap Baby Dragon Ice Wizard
Baby Dragon Mega Knight
Zap Baby Dragon
Zap
Mega Knight
Zap Bats Baby Dragon
Bats Zap
Zap Baby Dragon Mega Knight

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