My Best Clash Royale Deck

Deck Check Rating

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

3 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Spear Goblins Bats Baby Dragon

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 Knight Baby Dragon Bowler

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Tornado

Punishments

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

Hog 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 Spear Goblins Knight Hog Rider Baby Dragon

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.

Hog 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
Spear Goblins Bats Hog Rider
Giant Snowball
Fire Spirit Spear Goblins Bats Hog Rider Baby Dragon
Zap
Fire Spirit Spear Goblins Bats
Barbarian Barrel
Fire Spirit Spear Goblins Knight
The Log
Fire Spirit Spear Goblins Hog Rider
Earthquake
Spear Goblins Hog Rider
Arrows
Fire Spirit Spear Goblins Bats
Royal Delivery
Fire Spirit Spear Goblins Bats Knight Hog Rider Baby Dragon Bowler
Fireball
Hog Rider Baby Dragon Bowler
Poison
Spear Goblins Bats
Lightning
Knight Baby Dragon Bowler
Rocket
Hog Rider Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Tornado Baby Dragon Bowler

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 Knight Tornado Baby Dragon Bowler

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

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 Spear Goblins Bats Knight Tornado Hog Rider Baby Dragon Bowler

Shortest cycle

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

8 Fire Spirit Spear Goblins Bats Knight

Attack Synergies 8 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
Hog Rider Knight Baby Dragon Bowler
Spear Goblins
Knight Hog Rider Baby Dragon Bowler
Bats
Knight Hog Rider Baby Dragon Bowler
Knight
Spear Goblins Bats Hog Rider Baby Dragon Fire Spirit
Hog Rider
Fire Spirit Spear Goblins Bats Knight Tornado Baby Dragon Bowler
Tornado
Baby Dragon Hog Rider Bowler
Baby Dragon
Knight Tornado Fire Spirit Spear Goblins Bats Hog Rider Bowler
Bowler
Fire Spirit Spear Goblins Bats Hog Rider Tornado Baby Dragon

Defense Synergies 4 12

Fire Spirit
Knight Spear Goblins Tornado
Spear Goblins
Knight Fire Spirit Bats Baby Dragon Bowler
Bats
Knight Spear Goblins Baby Dragon Bowler
Knight
Fire Spirit Spear Goblins Bats Tornado Baby Dragon Bowler
Hog Rider
Tornado
Bowler Fire Spirit Knight Baby Dragon
Baby Dragon
Spear Goblins Bats Knight Tornado Bowler
Bowler
Tornado Spear Goblins Bats Knight Baby Dragon

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.

Bowler Spear Goblins Knight Baby Dragon
Bats Knight
Tornado Bowler Fire Spirit Bats Knight
Bats Knight Bowler
Tornado Bowler
Tornado Bowler Fire Spirit Spear Goblins Bats Baby Dragon
Bats Tornado Fire Spirit Spear Goblins Baby Dragon
Bowler Baby Dragon
Tornado
Knight Tornado Fire Spirit Spear Goblins Bowler
Bats Spear Goblins Knight Tornado Baby Dragon Bowler
Spear Goblins Bats Tornado Baby Dragon
Bowler Fire Spirit Bats Knight
Fire Spirit Bowler Bats Tornado Baby Dragon
Knight
Tornado Bowler
Bats Knight Tornado Bowler
Fire Spirit Spear Goblins Bats Knight Tornado Baby Dragon Bowler
Tornado Baby Dragon Fire Spirit Spear Goblins Bats Knight Bowler
Tornado
Bowler Fire Spirit Spear Goblins Bats Knight Baby Dragon

Counters to secondary win conditions

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

Knight Spear Goblins Bowler
Knight Baby Dragon Bowler
Spear Goblins Bats Knight Bowler
Bowler Bats Knight Tornado
Knight Bowler
Fire Spirit Bats Tornado Baby Dragon
Spear Goblins Bats Knight Bowler
Knight
Spear Goblins Bats Knight Tornado Baby Dragon
Bats Knight Bowler
Tornado Bowler
Bowler Knight
Baby Dragon Bowler
Spear Goblins Bats Knight Tornado Baby Dragon Bowler
Bats Bowler 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.)

Knight Baby Dragon
Tornado Baby Dragon Bowler
Baby Dragon
Knight
Fire Spirit Baby Dragon Bowler
Fire Spirit Spear Goblins Bats Tornado Baby Dragon
Fire Spirit Tornado Baby Dragon Bowler
Fire Spirit Tornado Baby Dragon Bowler
Tornado
Fire Spirit Bats Tornado Bowler
Knight Tornado Bowler
Fire Spirit Tornado Baby Dragon
Fire Spirit Knight Baby Dragon Bowler
Baby Dragon
Baby Dragon
Spear Goblins Baby Dragon Bowler
Baby Dragon Bowler
Tornado
Bats
Fire Spirit Baby Dragon Bowler
Fire Spirit Tornado Baby Dragon Bowler
Baby Dragon Bowler
Tornado
Tornado Bowler
Baby Dragon
Tornado Fire Spirit Baby Dragon Bowler
Tornado Baby Dragon Bowler
Tornado Baby Dragon Bowler
Tornado Baby Dragon
Fire Spirit Bats Tornado Baby Dragon
Bats
Bowler
Bowler
Fire Spirit Spear Goblins Bats
Fire Spirit Tornado Baby Dragon
Knight Baby Dragon Bowler
Baby Dragon Bowler
Tornado
Bats Tornado Baby Dragon Bowler
Bats Tornado
Tornado Baby Dragon Bowler

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