My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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 Gang Firecracker

Defensive buildings

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

Cannon

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 Knight Firecracker

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

Punishments

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

Goblin Gang

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 Knight Goblin Gang

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.

Firecracker

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
Giant Snowball
Fire Spirit Bats Cannon Goblin Gang
Zap
Fire Spirit Bats Cannon Goblin Gang Firecracker
Barbarian Barrel
Fire Spirit Ice Spirit Knight Cannon Goblin Gang Firecracker
The Log
Fire Spirit Ice Spirit Cannon Goblin Gang Firecracker
Earthquake
Cannon Goblin Gang Firecracker
Arrows
Fire Spirit Ice Spirit Bats Goblin Gang Firecracker
Royal Delivery
Fire Spirit Ice Spirit Bats Knight Goblin Gang Firecracker
Fireball
Cannon Goblin Gang Firecracker
Poison
Bats Cannon Goblin Gang Firecracker
Lightning
Knight Cannon
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Firecracker

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 Knight

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 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.

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 Knight Cannon Goblin Gang Firecracker

Shortest cycle

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

6 Fire Spirit Ice Spirit Bats Zap

Attack Synergies 6 8

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 Knight
Ice Spirit
Zap Knight Bats Firecracker
Bats
Knight Ice Spirit Zap Firecracker
Zap
Ice Spirit Firecracker Fire Spirit Bats Knight
Knight
Ice Spirit Bats Goblin Gang Firecracker Fire Spirit Zap
Cannon
Goblin Gang
Knight Firecracker
Firecracker
Zap Knight Ice Spirit Bats Goblin Gang

Defense Synergies 8 16

Fire Spirit
Knight Ice Spirit Zap Firecracker
Ice Spirit
Zap Goblin Gang Fire Spirit Bats Knight Cannon Firecracker
Bats
Knight Ice Spirit Zap Cannon Firecracker
Zap
Ice Spirit Cannon Fire Spirit Bats Knight Goblin Gang Firecracker
Knight
Fire Spirit Bats Cannon Goblin Gang Firecracker Ice Spirit Zap
Cannon
Zap Knight Ice Spirit Bats Goblin Gang Firecracker
Goblin Gang
Ice Spirit Knight Zap Cannon Firecracker
Firecracker
Knight Fire Spirit Ice Spirit Bats Zap Cannon Goblin Gang

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 Knight Cannon Firecracker
Ice Spirit Bats Zap Knight Cannon Goblin Gang Firecracker
Cannon Goblin Gang Fire Spirit Bats Knight
Cannon Bats Knight Goblin Gang Firecracker
Firecracker
Goblin Gang Fire Spirit Bats Zap Cannon Firecracker
Bats Fire Spirit Ice Spirit Zap Cannon Goblin Gang Firecracker
Zap Cannon
Cannon Goblin Gang
Knight Goblin Gang Fire Spirit Ice Spirit Cannon Firecracker
Bats Goblin Gang Zap Knight Cannon Firecracker
Bats Zap Goblin Gang Firecracker
Cannon Fire Spirit Ice Spirit Bats Zap Knight Goblin Gang
Fire Spirit Ice Spirit Bats Zap Cannon Goblin Gang Firecracker
Knight Cannon Goblin Gang
Ice Spirit Zap Cannon Goblin Gang
Bats Knight Cannon Goblin Gang Firecracker
Fire Spirit Ice Spirit Cannon Bats Zap Knight Goblin Gang Firecracker
Zap Fire Spirit Ice Spirit Bats Knight Cannon Firecracker
Cannon
Goblin Gang Fire Spirit Bats Knight Cannon Firecracker

Counters to secondary win conditions

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

Knight Goblin Gang Zap
Zap Knight Goblin Gang Firecracker
Goblin Gang Ice Spirit Bats Zap Knight
Goblin Gang Bats Zap Knight
Knight Cannon Goblin Gang
Fire Spirit Firecracker Ice Spirit Bats Zap Goblin Gang
Goblin Gang Bats Knight
Knight
Zap Ice Spirit Bats Knight Firecracker
Cannon Goblin Gang
Bats Knight
Zap
Knight Cannon Goblin Gang
Cannon Firecracker
Goblin Gang Ice Spirit Bats Zap Knight Firecracker
Bats Zap Cannon Firecracker

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 Firecracker
Firecracker Zap
Knight Firecracker
Fire Spirit Zap Firecracker
Firecracker Fire Spirit Ice Spirit Bats Zap
Fire Spirit Firecracker
Fire Spirit Ice Spirit Zap Firecracker
Zap Firecracker
Fire Spirit Bats Goblin Gang
Firecracker Zap Knight
Fire Spirit Zap Firecracker
Fire Spirit Knight Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Bats
Fire Spirit Zap Firecracker
Fire Spirit Zap Firecracker
Zap
Zap Firecracker Fire Spirit Ice Spirit
Firecracker Zap
Zap
Zap Firecracker
Fire Spirit Bats Zap Firecracker
Zap Ice Spirit Bats Firecracker
Zap
Zap Ice Spirit Firecracker
Firecracker
Zap Fire Spirit Ice Spirit Bats Goblin Gang
Fire Spirit Zap Firecracker
Knight Goblin Gang Firecracker
Zap Firecracker
Zap
Firecracker
Zap Ice Spirit Bats Goblin Gang Firecracker
Firecracker Bats Zap
Zap Firecracker

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