My Best Clash Royale Deck

Deck Check Rating

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

2 problems 5 warnings 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!
PROBLEM No direct tower 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 spells that can finish it off. 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 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!
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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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 Bats Archers

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 Ice Spirit Spear Goblins Bats Archers Knight

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.

Missing

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 Ice Spirit Goblins Spear Goblins Knight

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 Spear Goblins Bats Archers
Giant Snowball
Skeletons Fire Spirit Goblins Spear Goblins Bats Archers
Zap
Skeletons Fire Spirit Goblins Spear Goblins Bats Archers
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Goblins Spear Goblins Archers Knight
The Log
Skeletons Fire Spirit Ice Spirit Goblins Spear Goblins Archers
Earthquake
Skeletons Spear Goblins Archers
Arrows
Skeletons Fire Spirit Ice Spirit Goblins Spear Goblins Bats Archers
Royal Delivery
Skeletons Fire Spirit Ice Spirit Goblins Spear Goblins Bats Archers Knight
Fireball
Archers
Poison
Spear Goblins Bats Archers
Lightning
Knight
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit

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 Bats Knight

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 Goblins

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.

Skeletons Fire Spirit Ice Spirit Goblins Spear Goblins Bats Archers Knight

Shortest cycle

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

5 Skeletons Fire Spirit Ice Spirit Goblins

Attack Synergies 4 6

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
Knight
Ice Spirit
Knight Goblins Spear Goblins Bats Archers
Goblins
Ice Spirit Archers
Spear Goblins
Knight Ice Spirit
Bats
Knight Ice Spirit
Archers
Knight Ice Spirit Goblins
Knight
Ice Spirit Spear Goblins Bats Archers Fire Spirit

Defense Synergies 4 17

Skeletons
Fire Spirit Ice Spirit Spear Goblins Bats Archers Knight
Fire Spirit
Knight Skeletons Ice Spirit Spear Goblins
Ice Spirit
Skeletons Fire Spirit Goblins Spear Goblins Bats Archers Knight
Goblins
Ice Spirit Archers Knight
Spear Goblins
Knight Skeletons Fire Spirit Ice Spirit Bats Archers
Bats
Knight Skeletons Ice Spirit Spear Goblins
Archers
Knight Skeletons Ice Spirit Goblins Spear Goblins
Knight
Fire Spirit Spear Goblins Bats Archers Skeletons Ice Spirit Goblins

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.

Spear Goblins Knight
Skeletons Ice Spirit Goblins Bats Knight
Skeletons Fire Spirit Goblins Bats Archers Knight
Skeletons Goblins Bats Knight
Skeletons Fire Spirit Goblins Spear Goblins Bats Archers
Bats Fire Spirit Ice Spirit Spear Goblins Archers
Skeletons Goblins
Knight Skeletons Fire Spirit Ice Spirit Goblins Spear Goblins Archers
Goblins Bats Archers Skeletons Spear Goblins Knight
Spear Goblins Bats Archers
Skeletons Fire Spirit Ice Spirit Bats Knight
Fire Spirit Ice Spirit Goblins Bats
Knight
Ice Spirit
Skeletons Goblins Bats Knight
Fire Spirit Ice Spirit Goblins Spear Goblins Bats Archers Knight
Fire Spirit Ice Spirit Spear Goblins Bats Archers Knight
Fire Spirit Goblins Spear Goblins Bats Archers Knight

Counters to secondary win conditions

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

Knight Skeletons Goblins Spear Goblins Archers
Archers Knight
Skeletons Ice Spirit Goblins Spear Goblins Bats Knight
Bats Knight
Skeletons Knight
Fire Spirit Skeletons Ice Spirit Bats Archers
Skeletons Goblins Spear Goblins Bats Archers Knight
Knight
Skeletons Ice Spirit Goblins Spear Goblins Bats Knight
Skeletons
Bats Knight
Skeletons Knight
Archers
Skeletons Ice Spirit Goblins Spear Goblins Bats Archers Knight
Bats Archers

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.)

Knight
Knight
Fire Spirit
Fire Spirit Ice Spirit Spear Goblins Bats
Fire Spirit Archers
Fire Spirit Ice Spirit
Fire Spirit Goblins Bats
Knight
Fire Spirit Archers
Fire Spirit Knight
Spear Goblins
Bats
Fire Spirit Archers
Fire Spirit
Fire Spirit Ice Spirit
Fire Spirit Bats Archers
Ice Spirit Bats
Ice Spirit
Fire Spirit Ice Spirit Spear Goblins Bats Archers
Fire Spirit Archers
Knight
Ice Spirit Bats
Bats

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