My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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 Goblin Hut

Defensive buildings

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

Goblin Hut 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 Spirit Bats Battle Ram Goblin Hut Barbarian Hut

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Zap Barbarian Barrel

Punishments

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

Battle Ram

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 Ice Spirit Battle Ram Barbarian 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
Bats Battle Ram
Giant Snowball
Fire Spirit Bats Battle Ram Goblin Hut
Zap
Fire Spirit Bats Battle Ram Goblin Hut
Barbarian Barrel
Fire Spirit Ice Spirit Battle Ram Goblin Hut Barbarian Hut
The Log
Fire Spirit Ice Spirit Battle Ram Goblin Hut Barbarian Hut
Earthquake
Goblin Hut Barbarian Hut
Arrows
Fire Spirit Ice Spirit Bats Goblin Hut
Royal Delivery
Fire Spirit Ice Spirit Bats Battle Ram Goblin Hut
Fireball
Battle Ram Goblin Hut Barbarian Hut
Poison
Bats Goblin Hut Barbarian Hut
Lightning
Battle Ram Goblin Hut Barbarian Hut
Rocket
Goblin Hut Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Barbarian Barrel

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 Spirit Bats Battle Ram

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 Spirit

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 Ice Spirit Bats Zap Barbarian Barrel Battle Ram Goblin Hut Barbarian Hut

Shortest cycle

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

6 Fire Spirit Ice Spirit Bats Zap

Attack Synergies 4 19

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 Battle Ram Barbarian Hut
Ice Spirit
Zap Battle Ram Bats Goblin Hut Barbarian Hut Barbarian Barrel
Bats
Barbarian Hut Ice Spirit Zap Battle Ram Barbarian Barrel
Zap
Ice Spirit Battle Ram Fire Spirit Bats Goblin Hut Barbarian Hut Barbarian Barrel
Battle Ram
Ice Spirit Zap Fire Spirit Bats Goblin Hut Barbarian Hut Barbarian Barrel
Goblin Hut
Ice Spirit Zap Battle Ram Barbarian Hut Barbarian Barrel
Barbarian Hut
Bats Fire Spirit Ice Spirit Zap Battle Ram Goblin Hut Barbarian Barrel
Barbarian Barrel
Ice Spirit Bats Zap Battle Ram Goblin Hut Barbarian Hut

Defense Synergies 2 13

Fire Spirit
Ice Spirit Zap
Ice Spirit
Zap Fire Spirit Bats Goblin Hut Barbarian Barrel
Bats
Barbarian Hut Ice Spirit Zap Barbarian Barrel
Zap
Ice Spirit Fire Spirit Bats Goblin Hut Barbarian Hut Barbarian Barrel
Battle Ram
Goblin Hut
Ice Spirit Zap Barbarian Hut Barbarian Barrel
Barbarian Hut
Bats Zap Goblin Hut Barbarian Barrel
Barbarian Barrel
Ice Spirit Bats Zap Goblin Hut 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.

Barbarian Hut Zap Goblin Hut Barbarian Barrel
Barbarian Hut Ice Spirit Bats Zap Goblin Hut
Goblin Hut Barbarian Hut Fire Spirit Bats
Goblin Hut Barbarian Hut Bats
Barbarian Barrel
Barbarian Barrel Fire Spirit Bats Zap
Bats Fire Spirit Ice Spirit Zap Goblin Hut Barbarian Hut
Barbarian Hut Zap Barbarian Barrel
Barbarian Hut Goblin Hut
Fire Spirit Ice Spirit Barbarian Barrel
Bats Zap Goblin Hut Barbarian Barrel
Bats Zap Goblin Hut Barbarian Hut
Goblin Hut Barbarian Hut Fire Spirit Ice Spirit Bats Zap
Fire Spirit Barbarian Hut Ice Spirit Bats Zap Goblin Hut Barbarian Barrel
Barbarian Hut Goblin Hut
Barbarian Hut Ice Spirit Zap Goblin Hut
Barbarian Hut Bats Goblin Hut
Fire Spirit Ice Spirit Bats Zap Goblin Hut Barbarian Hut Barbarian Barrel
Zap Barbarian Barrel Fire Spirit Ice Spirit Bats Goblin Hut Barbarian Hut
Barbarian Hut Goblin Hut
Fire Spirit Bats Barbarian Barrel

Counters to secondary win conditions

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

Barbarian Hut Zap Goblin Hut Barbarian Barrel
Zap Barbarian Barrel
Ice Spirit Bats Zap Goblin Hut Barbarian Hut
Bats Zap Barbarian Hut Barbarian Barrel
Barbarian Hut Goblin Hut
Fire Spirit Ice Spirit Bats Zap Goblin Hut
Bats Goblin Hut Barbarian Hut
Barbarian Hut
Zap Ice Spirit Bats Goblin Hut Barbarian Hut Barbarian Barrel
Goblin Hut Barbarian Hut
Bats Goblin Hut
Zap
Barbarian Hut
Barbarian Hut
Goblin Hut Ice Spirit Bats Zap Barbarian Hut Barbarian Barrel
Bats Zap Goblin Hut Barbarian Hut Barbarian Barrel

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.)

Barbarian Hut Barbarian Barrel
Zap Barbarian Barrel
Goblin Hut Barbarian Hut Barbarian Barrel
Barbarian Hut Barbarian Barrel
Fire Spirit Zap Barbarian Barrel
Fire Spirit Ice Spirit Bats Zap
Fire Spirit
Fire Spirit Ice Spirit Zap Barbarian Hut Barbarian Barrel
Zap
Fire Spirit Bats
Zap Barbarian Barrel
Fire Spirit Zap
Fire Spirit Goblin Hut Barbarian Hut Barbarian Barrel
Barbarian Barrel
Zap Goblin Hut Barbarian Hut Barbarian Barrel
Zap Goblin Hut Barbarian Hut Barbarian Barrel
Goblin Hut Barbarian Hut Barbarian Barrel
Barbarian Barrel
Bats
Fire Spirit Zap Barbarian Barrel
Fire Spirit Zap Barbarian Barrel
Zap Barbarian Hut Barbarian Barrel
Zap Fire Spirit Ice Spirit Barbarian Barrel
Zap Barbarian Barrel
Zap
Zap Barbarian Barrel
Fire Spirit Bats Zap
Zap Ice Spirit Bats Goblin Hut
Zap
Zap Ice Spirit
Zap Fire Spirit Ice Spirit Bats Goblin Hut Barbarian Hut Barbarian Barrel
Fire Spirit Zap
Barbarian Barrel
Zap
Zap
Zap Ice Spirit Bats
Bats Zap
Zap Barbarian Barrel

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