My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 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 Spear Goblins Bomber Bats Archers

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

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 Spear Goblins

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber Zap

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 Spear Goblins Bats

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

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.

Mirror Skeletons Fire Spirit Spear Goblins Bomber Bats Zap Archers

Shortest cycle

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

4 Mirror Skeletons Fire Spirit Spear Goblins

Attack Synergies 1 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
Zap
Spear Goblins
Zap
Bomber
Bats Zap
Bats
Bomber Zap
Zap
Mirror Fire Spirit Spear Goblins Bomber Bats Archers
Archers
Zap
Mirror
Zap

Defense Synergies 1 15

Skeletons
Fire Spirit Spear Goblins Bomber Bats Zap Archers
Fire Spirit
Skeletons Spear Goblins Zap
Spear Goblins
Skeletons Fire Spirit Bats Zap Archers
Bomber
Skeletons Bats Zap
Bats
Skeletons Spear Goblins Bomber Zap
Zap
Mirror Skeletons Fire Spirit Spear Goblins Bomber Bats Archers
Archers
Skeletons Spear Goblins Zap
Mirror
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.

Spear Goblins Bomber Zap
Skeletons Bomber Bats Zap
Skeletons Fire Spirit Bomber Bats Archers
Skeletons Bomber Bats
Bomber
Skeletons Fire Spirit Spear Goblins Bomber Bats Zap Archers
Bats Fire Spirit Spear Goblins Zap Archers
Zap
Skeletons
Skeletons Fire Spirit Spear Goblins Bomber Archers
Bats Archers Skeletons Spear Goblins Bomber Zap
Spear Goblins Bats Zap Archers
Skeletons Fire Spirit Bomber Bats Zap
Fire Spirit Bomber Bats Zap
Zap
Skeletons Bomber Bats
Fire Spirit Spear Goblins Bomber Bats Zap Archers
Zap Fire Spirit Spear Goblins Bomber Bats Archers
Bomber Fire Spirit Spear Goblins Bats Archers

Counters to secondary win conditions

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

Skeletons Spear Goblins Zap Archers
Bomber Zap Archers
Skeletons Spear Goblins Bats Zap
Bats Zap
Skeletons
Fire Spirit Skeletons Bats Zap Archers
Skeletons Spear Goblins Bats Archers
Zap Skeletons Spear Goblins Bats
Skeletons
Bats
Zap
Skeletons
Bomber Archers
Skeletons Spear Goblins Bomber Bats Zap Archers
Bats Bomber Zap 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.)

Zap
Bomber Fire Spirit Zap
Fire Spirit Spear Goblins Bats Zap
Fire Spirit Bomber Archers
Fire Spirit Zap
Zap
Fire Spirit Bats
Zap
Fire Spirit Zap Archers
Fire Spirit
Zap
Spear Goblins Bomber Zap
Bomber Bats
Fire Spirit Bomber Zap Archers
Fire Spirit Bomber Zap
Zap
Zap Fire Spirit Bomber
Zap
Zap
Zap
Fire Spirit Bats Zap Archers
Zap Bats
Bomber Zap
Zap
Zap Fire Spirit Spear Goblins Bats Archers
Fire Spirit Zap Archers
Bomber Zap
Zap
Zap Bats
Bats Zap
Zap

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