My Best Clash Royale Deck

Deck Check Rating

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

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!

Similar decks

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 Gang Baby Dragon Night Witch

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 Baby Dragon Golem Lumberjack Night Witch

Offensive cards

Win conditions

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

Golem

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.

Goblin Gang Lumberjack

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 Goblin Gang Baby Dragon Golem Lumberjack

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.

Golem Lumberjack

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 Goblin Gang Night Witch
Giant Snowball
Fire Spirit Bats Goblin Gang Baby Dragon Lumberjack Night Witch
Zap
Fire Spirit Bats Goblin Gang Night Witch
Barbarian Barrel
Fire Spirit Goblin Gang Lumberjack Night Witch
The Log
Fire Spirit Goblin Gang Lumberjack
Earthquake
Goblin Gang
Arrows
Fire Spirit Bats Goblin Gang Night Witch
Royal Delivery
Fire Spirit Bats Goblin Gang Baby Dragon Lumberjack Night Witch
Fireball
Goblin Gang Baby Dragon Lumberjack Night Witch
Poison
Bats Goblin Gang Night Witch
Lightning
Baby Dragon Lumberjack Night Witch
Rocket
Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Baby Dragon

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 Baby Dragon Golem Night Witch

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 Goblin Gang

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 Bats Zap Goblin Gang Baby Dragon Lumberjack Night Witch Golem

Shortest cycle

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

8 Fire Spirit Bats Zap Goblin Gang

Attack Synergies 2 17

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 Golem Lumberjack
Bats
Zap Baby Dragon Golem Lumberjack
Zap
Fire Spirit Bats Baby Dragon Golem Lumberjack Night Witch
Goblin Gang
Baby Dragon Golem
Baby Dragon
Golem Fire Spirit Bats Zap Goblin Gang Lumberjack
Golem
Baby Dragon Night Witch Fire Spirit Bats Zap Goblin Gang Lumberjack
Lumberjack
Fire Spirit Bats Zap Baby Dragon Golem Night Witch
Night Witch
Golem Zap Lumberjack

Defense Synergies 0 10

Fire Spirit
Zap
Bats
Zap Baby Dragon Lumberjack
Zap
Fire Spirit Bats Goblin Gang Baby Dragon Lumberjack Night Witch
Goblin Gang
Zap Lumberjack
Baby Dragon
Bats Zap Lumberjack
Golem
Lumberjack
Bats Zap Goblin Gang Baby Dragon
Night Witch
Zap

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 Baby Dragon
Lumberjack Bats Zap Goblin Gang Night Witch
Goblin Gang Lumberjack Fire Spirit Bats Night Witch
Lumberjack Night Witch Bats Goblin Gang
Lumberjack
Goblin Gang Fire Spirit Bats Zap Baby Dragon Lumberjack Night Witch
Bats Fire Spirit Zap Goblin Gang Baby Dragon Night Witch
Zap Baby Dragon
Goblin Gang Lumberjack Night Witch
Goblin Gang Fire Spirit Lumberjack Night Witch
Bats Goblin Gang Zap Baby Dragon Lumberjack Night Witch
Bats Zap Goblin Gang Baby Dragon Night Witch
Lumberjack Night Witch Fire Spirit Bats Zap Goblin Gang
Fire Spirit Bats Zap Goblin Gang Baby Dragon Lumberjack Night Witch
Goblin Gang Lumberjack
Zap Goblin Gang Lumberjack
Bats Goblin Gang Lumberjack Night Witch
Fire Spirit Bats Zap Goblin Gang Baby Dragon Lumberjack Night Witch
Zap Baby Dragon Fire Spirit Bats Lumberjack
Lumberjack
Goblin Gang Fire Spirit Bats Baby Dragon Lumberjack Night Witch

Counters to secondary win conditions

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

Goblin Gang Lumberjack Zap
Zap Goblin Gang Baby Dragon Lumberjack
Goblin Gang Lumberjack Bats Zap
Goblin Gang Lumberjack Bats Zap Night Witch
Goblin Gang Lumberjack Night Witch
Fire Spirit Bats Zap Goblin Gang Baby Dragon
Goblin Gang Bats Lumberjack Night Witch
Lumberjack
Zap Bats Baby Dragon
Goblin Gang
Bats Lumberjack
Zap
Goblin Gang Lumberjack Night Witch
Baby Dragon
Goblin Gang Bats Zap Baby Dragon Lumberjack Night Witch
Bats Zap Baby Dragon

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
Baby Dragon
Fire Spirit Zap Baby Dragon
Fire Spirit Bats Zap Baby Dragon
Fire Spirit Baby Dragon
Fire Spirit Zap Baby Dragon
Zap
Fire Spirit Bats Goblin Gang Lumberjack Night Witch
Zap
Fire Spirit Zap Baby Dragon
Fire Spirit Baby Dragon
Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Baby Dragon
Bats Night Witch
Fire Spirit Zap Baby Dragon
Fire Spirit Zap Baby Dragon
Baby Dragon Night Witch
Zap Baby Dragon
Zap Fire Spirit Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Zap Baby Dragon
Fire Spirit Bats Zap Baby Dragon Night Witch
Zap Bats
Night Witch
Zap Night Witch
Zap
Zap Fire Spirit Bats Goblin Gang Night Witch
Fire Spirit Zap Baby Dragon
Goblin Gang Baby Dragon Lumberjack
Zap Baby Dragon
Zap
Zap Bats Goblin Gang Baby Dragon
Bats Zap
Zap Baby Dragon

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