My Best Clash Royale Deck

Deck Check Rating

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

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 Ram Rider

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 Giant Skeleton Ram Rider

Offensive cards

Win conditions

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

Royal Hogs Ram Rider

Damage spells

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

Zap Tornado

Punishments

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

Royal Hogs Ram Rider

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 Goblins Royal Hogs Giant Skeleton Ram Rider

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.

Royal Hogs Giant Skeleton Ram Rider

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 Royal Hogs Giant Skeleton Ram Rider
Giant Snowball
Fire Spirit Goblins Bats Royal Hogs Ram Rider
Zap
Fire Spirit Goblins Bats Royal Hogs Ram Rider
Barbarian Barrel
Fire Spirit Goblins Royal Hogs Giant Skeleton
The Log
Fire Spirit Goblins Royal Hogs Giant Skeleton Ram Rider
Earthquake
Royal Hogs
Arrows
Fire Spirit Goblins Bats Royal Hogs
Royal Delivery
Fire Spirit Goblins Bats Royal Hogs Giant Skeleton Ram Rider
Fireball
Royal Hogs Ram Rider
Poison
Bats Royal Hogs
Lightning
Ram Rider
Rocket
Royal Hogs Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Tornado

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 Tornado Giant Skeleton

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 Goblins

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Goblins Bats Zap Tornado Royal Hogs Ram Rider Giant Skeleton

Shortest cycle

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

7 Fire Spirit Goblins Bats Zap

Attack Synergies 3 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 Royal Hogs Giant Skeleton Ram Rider
Goblins
Zap
Bats
Giant Skeleton Zap Royal Hogs Ram Rider
Zap
Tornado Ram Rider Fire Spirit Goblins Bats Royal Hogs Giant Skeleton
Royal Hogs
Fire Spirit Bats Zap
Tornado
Zap Giant Skeleton Ram Rider
Giant Skeleton
Bats Fire Spirit Zap Tornado
Ram Rider
Zap Fire Spirit Bats Tornado

Defense Synergies 0 12

Fire Spirit
Zap Tornado Giant Skeleton
Goblins
Zap Giant Skeleton
Bats
Zap Giant Skeleton
Zap
Fire Spirit Goblins Bats Tornado Giant Skeleton Ram Rider
Royal Hogs
Tornado
Fire Spirit Zap Giant Skeleton Ram Rider
Giant Skeleton
Fire Spirit Goblins Bats Zap Tornado
Ram Rider
Zap Tornado

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.

Zap Ram Rider
Goblins Bats Zap Ram Rider
Tornado Ram Rider Fire Spirit Goblins Bats Giant Skeleton
Goblins Bats Ram Rider
Tornado Giant Skeleton
Tornado Fire Spirit Goblins Bats Zap
Bats Tornado Ram Rider Fire Spirit Zap
Zap Giant Skeleton Ram Rider
Goblins Tornado
Tornado Fire Spirit Goblins Giant Skeleton
Goblins Bats Zap Tornado Giant Skeleton Ram Rider
Bats Zap Tornado Ram Rider
Fire Spirit Bats Zap Giant Skeleton Ram Rider
Fire Spirit Goblins Bats Zap Tornado
Ram Rider
Tornado Zap Ram Rider
Goblins Bats Tornado
Fire Spirit Goblins Bats Zap Tornado Ram Rider
Zap Tornado Fire Spirit Bats Giant Skeleton Ram Rider
Tornado Ram Rider
Fire Spirit Goblins Bats Giant Skeleton

Counters to secondary win conditions

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

Goblins Zap Giant Skeleton
Zap
Giant Skeleton Goblins Bats Zap Ram Rider
Giant Skeleton Bats Zap Tornado Ram Rider
Giant Skeleton Ram Rider
Fire Spirit Bats Zap Tornado Ram Rider
Goblins Bats Giant Skeleton Ram Rider
Giant Skeleton
Zap Giant Skeleton Goblins Bats Tornado
Bats Giant Skeleton
Zap Tornado Giant Skeleton
Giant Skeleton Ram Rider
Goblins Bats Zap Tornado Giant Skeleton
Bats Zap Giant Skeleton

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.)

Giant Skeleton
Zap Tornado Ram Rider
Giant Skeleton
Giant Skeleton
Fire Spirit Zap
Fire Spirit Bats Zap Tornado Ram Rider
Fire Spirit Tornado
Fire Spirit Zap Tornado Ram Rider
Zap Tornado Ram Rider
Fire Spirit Goblins Bats Tornado
Zap Tornado Ram Rider
Fire Spirit Zap Tornado
Fire Spirit
Zap
Zap
Tornado
Bats
Fire Spirit Zap
Fire Spirit Zap Tornado
Giant Skeleton
Tornado
Tornado
Zap
Zap Tornado Fire Spirit
Zap Tornado Ram Rider
Zap Tornado Ram Rider
Zap Tornado
Fire Spirit Bats Zap Tornado
Zap Bats
Zap
Zap
Giant Skeleton
Zap Fire Spirit Bats
Fire Spirit Zap Tornado Ram Rider
Zap
Zap Tornado Giant Skeleton
Zap Bats Tornado Giant Skeleton
Bats Zap Tornado
Zap Tornado Giant Skeleton

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