My Best Clash Royale Deck

Deck Check Rating

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

1 problems 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!

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 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.

Bats Baby Dragon

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 Rocket The Log

Punishments

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

Goblin Gang Elite Barbarians

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 Elite Barbarians 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.

Elite Barbarians

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Rocket Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Rocket 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 Bats Rocket 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.

Elite Barbarians

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 Bats Zap The Log Goblin Gang Baby Dragon Elite Barbarians Rocket

Shortest cycle

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

7 Fire Spirit Bats Zap The Log

Attack Synergies 1 10

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 Elite Barbarians Baby Dragon
Bats
Zap Elite Barbarians Baby Dragon
Zap
Elite Barbarians Fire Spirit Bats Baby Dragon The Log
Goblin Gang
Baby Dragon
Elite Barbarians
Zap Fire Spirit Bats The Log
Rocket
Baby Dragon
Fire Spirit Bats Zap Goblin Gang
The Log
Zap Elite Barbarians

Defense Synergies 0 13

Fire Spirit
Zap The Log
Bats
Zap Baby Dragon The Log
Zap
Fire Spirit Bats Goblin Gang Elite Barbarians Baby Dragon The Log
Goblin Gang
Zap The Log
Elite Barbarians
Zap The Log
Rocket
The Log
Baby Dragon
Bats Zap The Log
The Log
Fire Spirit Bats Zap Goblin Gang Elite Barbarians Rocket 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.

Rocket Zap Baby Dragon The Log
Elite Barbarians Bats Zap Goblin Gang The Log
Goblin Gang Rocket Fire Spirit Bats Elite Barbarians
Elite Barbarians Bats Goblin Gang
Elite Barbarians Rocket The Log
Goblin Gang The Log Fire Spirit Bats Zap Baby Dragon
Bats Rocket Fire Spirit Zap Goblin Gang Baby Dragon
Rocket Zap Baby Dragon The Log
Goblin Gang Elite Barbarians
Goblin Gang Elite Barbarians Fire Spirit
Bats Goblin Gang Zap Baby Dragon The Log
Bats Zap Goblin Gang Baby Dragon
Fire Spirit Bats Zap Goblin Gang Elite Barbarians Rocket The Log
Fire Spirit Rocket Bats Zap Goblin Gang Baby Dragon The Log
Elite Barbarians Goblin Gang
Rocket Zap Goblin Gang Elite Barbarians The Log
Bats Goblin Gang Elite Barbarians
Fire Spirit Bats Zap Goblin Gang Elite Barbarians Baby Dragon The Log
Zap Baby Dragon The Log Fire Spirit Bats
Elite Barbarians
Goblin Gang Fire Spirit Bats Elite Barbarians Baby Dragon The Log

Counters to secondary win conditions

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

Goblin Gang Zap Elite Barbarians
Zap Goblin Gang Elite Barbarians Rocket Baby Dragon The Log
Goblin Gang Bats Zap Elite Barbarians Rocket The Log
Goblin Gang Rocket Bats Zap Elite Barbarians The Log
Goblin Gang Elite Barbarians
Fire Spirit Rocket Bats Zap Goblin Gang Baby Dragon
Goblin Gang Rocket Bats Elite Barbarians
Elite Barbarians
Zap Rocket Bats Elite Barbarians Baby Dragon The Log
Goblin Gang
Bats Elite Barbarians
Rocket Zap Elite Barbarians The Log
Elite Barbarians Rocket Goblin Gang
Baby Dragon
Goblin Gang Elite Barbarians Bats Zap Rocket Baby Dragon The Log
Bats Zap Elite Barbarians 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.)

Rocket Baby Dragon The Log
Zap Baby Dragon The Log
Rocket Baby Dragon The Log
Rocket The Log
Rocket Fire Spirit Zap Baby Dragon The Log
Fire Spirit Bats Zap Rocket Baby Dragon
Fire Spirit Baby Dragon The Log
The Log Fire Spirit Zap Baby Dragon
The Log Zap
Rocket Fire Spirit Bats Goblin Gang Elite Barbarians
Rocket Zap The Log
Fire Spirit Zap Rocket Baby Dragon
Rocket Fire Spirit Elite Barbarians Baby Dragon The Log
Rocket Baby Dragon
Zap Elite Barbarians Baby Dragon The Log
Rocket Zap Baby Dragon The Log
Rocket Baby Dragon The Log
Rocket
Bats Rocket
Rocket Fire Spirit Zap Baby Dragon The Log
Rocket Fire Spirit Zap Baby Dragon The Log
Rocket Baby Dragon The Log
Rocket
Rocket The Log
Rocket Zap Baby Dragon The Log
Zap The Log Fire Spirit Baby Dragon
The Log Zap Baby Dragon
Zap Baby Dragon The Log
Rocket Zap Baby Dragon The Log
Elite Barbarians Fire Spirit Bats Zap Baby Dragon
Zap Rocket Bats
Elite Barbarians
Zap Rocket The Log
Zap Rocket
Rocket The Log
Zap Fire Spirit Bats Goblin Gang Rocket
Rocket Fire Spirit Zap Baby Dragon
The Log
Goblin Gang Rocket Baby Dragon
The Log Zap Baby Dragon
Rocket Zap
Elite Barbarians
Zap Bats Goblin Gang Elite Barbarians Rocket Baby Dragon The Log
Bats Zap Rocket
Zap Rocket Baby Dragon The Log

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