My Best Clash Royale Deck

Deck Check Rating

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

3 problems Why?

Missing cards in your collection

Fisherman

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!
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!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground 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!

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 Magic Archer

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 Royal Giant Giant Magic Archer

Offensive cards

Win conditions

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

Royal Giant Giant

Damage spells

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

Zap Rocket

Punishments

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

Royal Giant 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 Ice Spirit Spear Goblins Royal Giant Giant Magic Archer

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.

Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap Rocket Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Zap Rocket Magic Archer

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 Rocket

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 Ice 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.

Great!

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 Spear Goblins Zap Magic Archer Giant Royal Giant Rocket

Shortest cycle

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

6 Fire Spirit Ice Spirit Spear Goblins Zap

Attack Synergies 4 14

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 Zap Giant
Ice Spirit
Zap Royal Giant Spear Goblins Royal Giant Giant
Spear Goblins
Ice Spirit Zap Royal Giant Giant
Zap
Ice Spirit Giant Fire Spirit Spear Goblins Royal Giant Magic Archer
Royal Giant
Fire Spirit Ice Spirit Ice Spirit Spear Goblins Zap Rocket Magic Archer
Giant
Zap Fire Spirit Ice Spirit Spear Goblins Rocket Magic Archer
Rocket
Royal Giant Giant
Magic Archer
Zap Royal Giant Giant

Defense Synergies 1 8

Fire Spirit
Ice Spirit Spear Goblins Zap
Ice Spirit
Zap Fire Spirit Spear Goblins Rocket Magic Archer
Spear Goblins
Fire Spirit Ice Spirit Zap
Zap
Ice Spirit Fire Spirit Spear Goblins Magic Archer
Royal Giant
Giant
Rocket
Ice Spirit
Magic Archer
Ice Spirit Zap

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 Spear Goblins Zap Magic Archer
Ice Spirit Zap
Rocket Fire Spirit
Rocket
Fire Spirit Spear Goblins Zap Magic Archer
Rocket Fire Spirit Ice Spirit Spear Goblins Zap Magic Archer
Rocket Zap Magic Archer
Fire Spirit Ice Spirit Spear Goblins
Spear Goblins Zap Magic Archer
Spear Goblins Zap Magic Archer
Fire Spirit Ice Spirit Zap Rocket
Fire Spirit Rocket Ice Spirit Zap Magic Archer
Rocket Ice Spirit Zap
Fire Spirit Ice Spirit Spear Goblins Zap Magic Archer
Zap Fire Spirit Ice Spirit Spear Goblins Magic Archer
Fire Spirit Spear Goblins

Counters to secondary win conditions

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

Spear Goblins Zap
Zap Rocket Magic Archer
Ice Spirit Spear Goblins Zap Rocket
Rocket Zap
Fire Spirit Rocket Ice Spirit Zap Magic Archer
Rocket Spear Goblins
Zap Rocket Ice Spirit Spear Goblins Magic Archer
Rocket Zap
Rocket
Magic Archer
Ice Spirit Spear Goblins Zap Rocket Magic Archer
Zap Magic Archer

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.)

Magic Archer Rocket
Zap Magic Archer
Rocket Magic Archer
Rocket
Rocket Fire Spirit Zap Magic Archer
Fire Spirit Ice Spirit Spear Goblins Zap Rocket Magic Archer
Fire Spirit Magic Archer
Fire Spirit Ice Spirit Zap Magic Archer
Zap
Rocket Fire Spirit
Rocket Zap Magic Archer
Fire Spirit Zap Rocket Magic Archer
Rocket Fire Spirit Magic Archer
Rocket Magic Archer
Zap Magic Archer
Rocket Spear Goblins Zap Magic Archer
Magic Archer Rocket
Rocket
Rocket
Rocket Fire Spirit Zap Magic Archer
Rocket Fire Spirit Zap Magic Archer
Rocket Magic Archer
Rocket
Rocket
Rocket Zap
Zap Fire Spirit Ice Spirit Magic Archer
Zap Magic Archer
Zap Magic Archer
Rocket Zap Magic Archer
Fire Spirit Zap Magic Archer
Zap Rocket Ice Spirit
Zap Rocket Magic Archer
Zap Rocket Ice Spirit Magic Archer
Rocket Magic Archer
Zap Fire Spirit Ice Spirit Spear Goblins Rocket Magic Archer
Rocket Fire Spirit Zap Magic Archer
Rocket Magic Archer
Zap Magic Archer
Rocket Zap
Zap Ice Spirit Rocket Magic Archer
Zap Rocket Magic Archer
Zap Rocket Magic Archer

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