My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Mediocre
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 anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Goblin Gang Baby Dragon

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.

Knight Royal Giant Baby Dragon

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Arrows The Log

Punishments

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

Goblin Gang Royal Giant

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 Knight Goblin Gang Royal Giant Baby Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Baby Dragon The Log

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 Arrows Knight Baby Dragon

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Arrows Knight Cannon Goblin Gang Baby Dragon Royal Giant

Shortest cycle

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

9 Fire Spirit The Log Arrows Knight

Attack Synergies 4 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
Royal Giant Knight Baby Dragon
Arrows
Royal Giant Knight
Knight
Goblin Gang Baby Dragon Fire Spirit Arrows The Log
Cannon
Goblin Gang
Knight Royal Giant Baby Dragon
Royal Giant
Fire Spirit Arrows Goblin Gang Baby Dragon The Log
Baby Dragon
Knight Fire Spirit Goblin Gang Royal Giant
The Log
Knight Royal Giant

Defense Synergies 4 9

Fire Spirit
Knight The Log
Arrows
Knight Cannon
Knight
Fire Spirit Cannon Goblin Gang Arrows Baby Dragon The Log
Cannon
Knight The Log Arrows Goblin Gang Baby Dragon
Goblin Gang
Knight Cannon The Log
Royal Giant
Baby Dragon
Knight Cannon The Log
The Log
Cannon Fire Spirit Knight Goblin Gang 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.

Knight Cannon Baby Dragon The Log
Knight Cannon Goblin Gang The Log
Cannon Goblin Gang Fire Spirit Knight
Cannon Knight Goblin Gang
Arrows The Log
Arrows Goblin Gang The Log Fire Spirit Cannon Baby Dragon
Fire Spirit Arrows Cannon Goblin Gang Baby Dragon
Arrows Cannon Baby Dragon The Log
Cannon Goblin Gang
Knight Goblin Gang Fire Spirit Cannon
Goblin Gang Arrows Knight Cannon Baby Dragon The Log
Arrows Goblin Gang Baby Dragon
Cannon Fire Spirit Knight Goblin Gang The Log
Fire Spirit Arrows Cannon Goblin Gang Baby Dragon The Log
Knight Cannon Goblin Gang
Cannon Goblin Gang The Log
Arrows Knight Cannon Goblin Gang
Fire Spirit Arrows Cannon Knight Goblin Gang Baby Dragon The Log
Arrows Baby Dragon The Log Fire Spirit Knight Cannon
Cannon
Goblin Gang Fire Spirit Arrows Knight Cannon Baby Dragon The Log

Counters to secondary win conditions

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

Knight Goblin Gang
Arrows Knight Goblin Gang Baby Dragon The Log
Goblin Gang Knight The Log
Goblin Gang Knight The Log
Knight Cannon Goblin Gang
Fire Spirit Arrows Goblin Gang Baby Dragon
Goblin Gang Knight
Knight
Knight Baby Dragon The Log
Cannon Goblin Gang
Knight
Arrows The Log
Knight Cannon Goblin Gang
Cannon Baby Dragon
Goblin Gang Knight Baby Dragon The Log
Arrows Cannon Baby Dragon The Log

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.)

Arrows Knight Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Knight The Log
Fire Spirit Arrows Baby Dragon The Log
Arrows Fire Spirit Baby Dragon
Fire Spirit Arrows Baby Dragon The Log
Arrows The Log Fire Spirit Baby Dragon
Arrows The Log
Fire Spirit Goblin Gang
Arrows Knight The Log
Fire Spirit Arrows Baby Dragon
Fire Spirit Knight Baby Dragon The Log
Arrows Baby Dragon
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Arrows
Fire Spirit Arrows Baby Dragon The Log
Fire Spirit Arrows Baby Dragon The Log
Baby Dragon The Log
Arrows
The Log
Arrows Baby Dragon The Log
Arrows The Log Fire Spirit Baby Dragon
Arrows The Log Baby Dragon
Arrows Baby Dragon The Log
Arrows Baby Dragon The Log
Fire Spirit Arrows Baby Dragon
Arrows The Log
Arrows
Arrows The Log
Fire Spirit Goblin Gang
Fire Spirit Arrows Baby Dragon
Arrows The Log
Knight Goblin Gang Baby Dragon
Arrows The Log Baby Dragon
Arrows
Goblin Gang Baby Dragon The Log
Baby Dragon The Log

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