My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

Deck tips

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

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 Minions Goblin Gang Zappies Hunter

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.

Royal Giant Zappies Hunter Giant Skeleton

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.

Rocket

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.

Rocket

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 Royal Giant Giant Skeleton

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.

Giant Skeleton

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
Minions Goblin Gang Royal Giant Giant Skeleton
Giant Snowball
Fire Spirit Minions Goblin Gang Zappies
Zap
Fire Spirit Minions Goblin Gang Royal Giant Zappies
Barbarian Barrel
Fire Spirit Goblin Gang Zappies Hunter Giant Skeleton
The Log
Fire Spirit Goblin Gang Royal Giant Zappies Hunter Giant Skeleton
Earthquake
Goblin Gang Zappies
Arrows
Fire Spirit Minions Goblin Gang Zappies
Royal Delivery
Fire Spirit Minions Goblin Gang Zappies Hunter Giant Skeleton
Fireball
Minions Goblin Gang Zappies Hunter
Poison
Minions Goblin Gang Zappies Hunter
Lightning
Hunter
Rocket
Hunter

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Rocket Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Rocket Hunter

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 Rocket Giant Skeleton

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 Minions 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Minions Goblin Gang Zappies Hunter Royal Giant Rocket Giant Skeleton

Shortest cycle

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

11 Fire Spirit Minions Goblin Gang Zappies

Attack Synergies 3 9

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 Giant Skeleton
Minions
Royal Giant Giant Skeleton
Goblin Gang
Royal Giant Giant Skeleton
Royal Giant
Fire Spirit Minions Hunter Goblin Gang Zappies Rocket Giant Skeleton
Zappies
Royal Giant Giant Skeleton
Rocket
Royal Giant
Hunter
Royal Giant Giant Skeleton
Giant Skeleton
Fire Spirit Minions Goblin Gang Royal Giant Zappies Hunter

Defense Synergies 0 8

Fire Spirit
Giant Skeleton
Minions
Zappies Hunter Giant Skeleton
Goblin Gang
Zappies Giant Skeleton
Royal Giant
Zappies
Minions Goblin Gang Giant Skeleton
Rocket
Hunter
Minions Giant Skeleton
Giant Skeleton
Fire Spirit Minions Goblin Gang Zappies Hunter

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.

Rocket Minions Zappies
Hunter Minions Goblin Gang Zappies
Goblin Gang Rocket Hunter Fire Spirit Minions Zappies Giant Skeleton
Hunter Minions Goblin Gang Zappies
Rocket Giant Skeleton
Goblin Gang Fire Spirit Minions Zappies Hunter
Minions Rocket Hunter Fire Spirit Goblin Gang Zappies
Rocket Giant Skeleton
Zappies Hunter Minions Goblin Gang
Goblin Gang Fire Spirit Zappies Hunter Giant Skeleton
Minions Goblin Gang Zappies Hunter Giant Skeleton
Minions Hunter Goblin Gang Zappies
Hunter Fire Spirit Minions Goblin Gang Zappies Rocket Giant Skeleton
Fire Spirit Rocket Minions Goblin Gang Zappies Hunter
Goblin Gang Zappies Hunter
Rocket Goblin Gang Zappies Hunter
Minions Goblin Gang Zappies Hunter
Fire Spirit Minions Goblin Gang Zappies Hunter
Hunter Fire Spirit Minions Zappies Giant Skeleton
Zappies Hunter
Goblin Gang Fire Spirit Minions Zappies Hunter Giant Skeleton

Counters to secondary win conditions

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

Goblin Gang Zappies Giant Skeleton
Goblin Gang Rocket Hunter
Goblin Gang Zappies Giant Skeleton Minions Rocket Hunter
Goblin Gang Rocket Hunter Giant Skeleton Zappies
Giant Skeleton Goblin Gang Zappies Hunter
Fire Spirit Rocket Minions Goblin Gang Zappies Hunter
Goblin Gang Rocket Minions Zappies Hunter Giant Skeleton
Giant Skeleton Zappies Hunter
Rocket Giant Skeleton Minions Zappies
Goblin Gang Zappies
Minions Zappies Hunter Giant Skeleton
Rocket Giant Skeleton
Rocket Giant Skeleton Goblin Gang Zappies Hunter
Zappies
Goblin Gang Zappies Minions Rocket Hunter Giant Skeleton
Minions Zappies Hunter Giant Skeleton

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.)

Rocket Giant Skeleton
Rocket Giant Skeleton
Rocket Giant Skeleton
Rocket Fire Spirit
Fire Spirit Minions Rocket Hunter
Fire Spirit
Fire Spirit Hunter
Rocket Fire Spirit Minions Goblin Gang
Rocket
Fire Spirit Rocket
Rocket Fire Spirit Hunter
Minions Rocket
Rocket Hunter
Rocket
Rocket
Minions Rocket
Rocket Fire Spirit Hunter
Rocket Fire Spirit
Rocket Minions Giant Skeleton
Rocket
Rocket
Rocket
Fire Spirit Hunter
Hunter
Rocket
Fire Spirit Hunter
Rocket Minions Zappies
Rocket Hunter
Rocket Zappies
Giant Skeleton
Rocket
Fire Spirit Minions Goblin Gang Zappies Rocket
Rocket Fire Spirit Zappies Hunter
Goblin Gang Rocket Hunter
Rocket Giant Skeleton
Minions Goblin Gang Zappies Rocket Giant Skeleton
Zappies Rocket
Rocket Giant Skeleton

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