My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Good
Synergy
Bad
Versatility
RIP
F2P score
Godly!

1 problems 3 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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

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.

Ice Spirit Spear Goblins Bats

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Giant Snowball Earthquake

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

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 Spear Goblins Heal Spirit

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
Giant Snowball
Fire Spirit Spear Goblins Bats
Zap
Fire Spirit Spear Goblins Bats
Barbarian Barrel
Fire Spirit Ice Spirit Spear Goblins Heal Spirit
The Log
Fire Spirit Ice Spirit Spear Goblins Heal Spirit
Earthquake
Spear Goblins
Arrows
Fire Spirit Ice Spirit Spear Goblins Bats Heal Spirit
Royal Delivery
Fire Spirit Ice Spirit Spear Goblins Bats Heal Spirit
Fireball
Poison
Spear Goblins Bats
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Giant Snowball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Giant Snowball Earthquake

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 Spear Goblins Bats Heal Spirit

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 Heal 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 Heal Spirit Spear Goblins Bats Zap Giant Snowball Earthquake

Shortest cycle

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

5 Fire Spirit Ice Spirit Heal Spirit Spear Goblins

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 Giant Snowball
Ice Spirit
Zap Spear Goblins Bats Giant Snowball
Spear Goblins
Ice Spirit Zap Giant Snowball Heal Spirit Earthquake
Bats
Ice Spirit Zap
Zap
Ice Spirit Earthquake Fire Spirit Spear Goblins Bats Giant Snowball Heal Spirit
Giant Snowball
Earthquake Fire Spirit Ice Spirit Spear Goblins Zap
Heal Spirit
Spear Goblins Zap
Earthquake
Zap Giant Snowball Spear Goblins

Defense Synergies 1 18

Fire Spirit
Ice Spirit Spear Goblins Zap Giant Snowball
Ice Spirit
Zap Fire Spirit Spear Goblins Bats Giant Snowball Earthquake
Spear Goblins
Fire Spirit Ice Spirit Bats Zap Giant Snowball Earthquake
Bats
Ice Spirit Spear Goblins Zap Giant Snowball Earthquake
Zap
Ice Spirit Fire Spirit Spear Goblins Bats Giant Snowball Earthquake
Giant Snowball
Fire Spirit Ice Spirit Spear Goblins Bats Zap Earthquake
Heal Spirit
Earthquake
Ice Spirit Spear Goblins Bats Zap Giant Snowball

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.

Earthquake Spear Goblins Zap
Ice Spirit Bats Zap
Fire Spirit Bats Giant Snowball
Bats
Earthquake
Fire Spirit Spear Goblins Bats Zap Giant Snowball Earthquake
Bats Giant Snowball Fire Spirit Ice Spirit Spear Goblins Zap
Earthquake Zap
Fire Spirit Ice Spirit Spear Goblins Giant Snowball
Bats Spear Goblins Zap Giant Snowball Earthquake
Spear Goblins Bats Zap Giant Snowball
Fire Spirit Ice Spirit Bats Zap Giant Snowball Earthquake
Fire Spirit Ice Spirit Bats Zap Giant Snowball Earthquake
Ice Spirit Zap Giant Snowball
Bats
Fire Spirit Ice Spirit Spear Goblins Bats Zap Giant Snowball
Zap Giant Snowball Earthquake Fire Spirit Ice Spirit Spear Goblins Bats
Fire Spirit Spear Goblins Bats Giant Snowball Earthquake

Counters to secondary win conditions

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

Spear Goblins Zap Giant Snowball
Zap Giant Snowball
Ice Spirit Spear Goblins Bats Zap
Bats Zap
Fire Spirit Ice Spirit Bats Zap Giant Snowball
Spear Goblins Bats
Zap Ice Spirit Spear Goblins Bats Giant Snowball
Bats
Zap Giant Snowball
Ice Spirit Spear Goblins Bats Zap
Bats Zap Giant Snowball Earthquake

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.)

Earthquake
Zap Giant Snowball
Earthquake
Earthquake
Fire Spirit Zap Giant Snowball Earthquake
Fire Spirit Ice Spirit Spear Goblins Bats Zap Giant Snowball
Fire Spirit Earthquake
Earthquake Fire Spirit Ice Spirit Zap Giant Snowball
Zap Giant Snowball
Fire Spirit Bats Giant Snowball
Zap Earthquake
Fire Spirit Zap Giant Snowball
Earthquake Fire Spirit Giant Snowball
Earthquake
Earthquake Zap Giant Snowball
Earthquake Spear Goblins Zap Giant Snowball
Earthquake
Giant Snowball Earthquake
Bats
Fire Spirit Zap Giant Snowball Earthquake
Fire Spirit Zap Giant Snowball Earthquake
Earthquake
Giant Snowball
Earthquake Zap Giant Snowball
Zap Giant Snowball Earthquake Fire Spirit Ice Spirit
Zap Giant Snowball Earthquake
Zap Giant Snowball
Zap
Fire Spirit Bats Zap Giant Snowball
Zap Ice Spirit Bats Giant Snowball
Giant Snowball
Zap Giant Snowball Earthquake
Zap Ice Spirit Giant Snowball
Giant Snowball Earthquake
Zap Earthquake Fire Spirit Ice Spirit Spear Goblins Bats
Fire Spirit Zap Giant Snowball
Zap Giant Snowball Earthquake
Zap Giant Snowball
Zap Ice Spirit Bats Giant Snowball
Bats Zap Giant Snowball
Zap Giant Snowball

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