My Best Clash Royale Deck

Deck Check Rating

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

4 warnings Why?

Deck tips

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

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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Bats Goblin Gang Inferno 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.

Skeletons Bats Balloon Inferno Dragon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Rage

Punishments

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

Goblin Gang Balloon

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 Goblin Gang Balloon

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.

Balloon

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
Skeletons Bats Goblin Gang Balloon Inferno Dragon
Giant Snowball
Skeletons Fire Spirit Bats Goblin Gang Balloon Inferno Dragon
Zap
Skeletons Fire Spirit Bats Goblin Gang Balloon Inferno Dragon
Barbarian Barrel
Skeletons Fire Spirit Goblin Gang
The Log
Skeletons Fire Spirit Goblin Gang
Earthquake
Skeletons Goblin Gang
Arrows
Skeletons Fire Spirit Bats Goblin Gang
Royal Delivery
Skeletons Fire Spirit Bats Goblin Gang Balloon Inferno Dragon
Fireball
Goblin Gang Balloon Inferno Dragon
Poison
Bats Goblin Gang Balloon
Lightning
Balloon Inferno Dragon
Rocket
Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows

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 Arrows Rage Inferno Dragon

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Bats Rage Arrows Goblin Gang Inferno Dragon Balloon

Shortest cycle

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

6 Skeletons Fire Spirit Bats Rage

Attack Synergies 3 5

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.

Skeletons
Fire Spirit
Balloon Inferno Dragon
Bats
Balloon Rage Inferno Dragon
Arrows
Balloon
Goblin Gang
Balloon
Rage
Balloon Bats
Balloon
Bats Arrows Rage Fire Spirit Goblin Gang
Inferno Dragon
Fire Spirit Bats

Defense Synergies 0 5

Skeletons
Fire Spirit Bats Inferno Dragon
Fire Spirit
Skeletons
Bats
Skeletons Inferno Dragon
Arrows
Goblin Gang
Inferno Dragon
Rage
Balloon
Inferno Dragon
Skeletons Bats 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.

Inferno Dragon Skeletons Bats Goblin Gang
Goblin Gang Skeletons Fire Spirit Bats Inferno Dragon
Inferno Dragon Skeletons Bats Goblin Gang
Arrows
Arrows Goblin Gang Skeletons Fire Spirit Bats
Bats Inferno Dragon Fire Spirit Arrows Goblin Gang
Arrows
Inferno Dragon Skeletons Goblin Gang
Goblin Gang Skeletons Fire Spirit
Bats Goblin Gang Skeletons Arrows
Arrows Inferno Dragon Bats Goblin Gang
Skeletons Fire Spirit Bats Goblin Gang
Fire Spirit Bats Arrows Goblin Gang
Inferno Dragon Goblin Gang
Goblin Gang Inferno Dragon
Skeletons Bats Arrows Goblin Gang
Fire Spirit Arrows Bats Goblin Gang
Arrows Fire Spirit Bats Inferno Dragon
Inferno Dragon
Goblin Gang Fire Spirit Bats Arrows

Counters to secondary win conditions

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

Goblin Gang Skeletons
Arrows Goblin Gang Inferno Dragon
Goblin Gang Skeletons Bats
Goblin Gang Bats
Skeletons Goblin Gang Inferno Dragon
Fire Spirit Arrows Skeletons Bats Goblin Gang
Goblin Gang Skeletons Bats
Inferno Dragon
Skeletons Bats Inferno Dragon
Skeletons Goblin Gang Inferno Dragon
Inferno Dragon Bats
Arrows
Skeletons Goblin Gang
Goblin Gang Skeletons Bats Inferno Dragon
Bats Arrows Inferno Dragon

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
Arrows
Arrows
Arrows
Fire Spirit Arrows
Arrows Fire Spirit Bats
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Bats Goblin Gang
Arrows
Fire Spirit Arrows
Fire Spirit
Arrows
Arrows
Arrows
Arrows
Arrows
Bats
Fire Spirit Arrows
Fire Spirit Arrows
Arrows
Arrows
Arrows Fire Spirit
Inferno Dragon
Arrows
Arrows
Arrows
Fire Spirit Bats Arrows
Bats
Arrows
Arrows
Arrows
Fire Spirit Bats Goblin Gang
Fire Spirit Arrows
Arrows
Goblin Gang
Arrows
Arrows
Bats Goblin Gang
Bats

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