My Best Clash Royale Deck

Deck Check Rating

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

1 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Bats Electro Dragon Goblin Giant

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 Royal Giant Electro Dragon Cannon Cart Goblin Giant

Offensive cards

Win conditions

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

Royal Giant Goblin Giant

Damage spells

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

Earthquake Tornado

Punishments

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

Royal Giant Cannon Cart Goblin Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Royal Giant Cannon Cart Goblin Giant

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.

Electro Dragon

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 Royal Giant Cannon Cart
Giant Snowball
Fire Spirit Bats Electro Dragon
Zap
Fire Spirit Bats Royal Giant Cannon Cart Goblin Giant
Barbarian Barrel
Fire Spirit Cannon Cart
The Log
Fire Spirit Royal Giant Cannon Cart
Earthquake
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Electro Dragon Cannon Cart
Fireball
Electro Dragon Cannon Cart
Poison
Bats Electro Dragon
Lightning
Electro Dragon Cannon Cart
Rocket
Electro Dragon Cannon Cart

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Tornado Electro Dragon

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 Tornado

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

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Earthquake Tornado Electro Dragon Cannon Cart Royal Giant Goblin Giant

Shortest cycle

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

9 Fire Spirit Bats Earthquake Tornado

Attack Synergies 3 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 Cannon Cart Goblin Giant
Bats
Royal Giant Cannon Cart Goblin Giant
Royal Giant
Fire Spirit Bats Earthquake Tornado Electro Dragon Cannon Cart
Earthquake
Royal Giant Tornado Goblin Giant
Tornado
Royal Giant Earthquake Electro Dragon Cannon Cart Goblin Giant
Electro Dragon
Royal Giant Tornado Cannon Cart Goblin Giant
Cannon Cart
Fire Spirit Bats Royal Giant Tornado Electro Dragon
Goblin Giant
Fire Spirit Bats Earthquake Tornado Electro Dragon

Defense Synergies 0 9

Fire Spirit
Tornado
Bats
Earthquake Cannon Cart Goblin Giant
Royal Giant
Earthquake
Bats Tornado
Tornado
Fire Spirit Earthquake Electro Dragon Cannon Cart Goblin Giant
Electro Dragon
Tornado Cannon Cart
Cannon Cart
Bats Tornado Electro Dragon
Goblin Giant
Bats Tornado

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.

Earthquake Cannon Cart Electro Dragon Goblin Giant
Bats Electro Dragon Cannon Cart
Tornado Fire Spirit Bats Electro Dragon Cannon Cart
Bats Electro Dragon Cannon Cart
Earthquake Tornado
Tornado Fire Spirit Bats Earthquake Electro Dragon Cannon Cart
Bats Tornado Fire Spirit Electro Dragon
Earthquake Electro Dragon Cannon Cart Goblin Giant
Tornado
Tornado Fire Spirit Cannon Cart
Bats Earthquake Tornado Electro Dragon Cannon Cart Goblin Giant
Bats Tornado Electro Dragon
Fire Spirit Bats Earthquake Electro Dragon Cannon Cart
Fire Spirit Bats Earthquake Tornado Electro Dragon Cannon Cart
Cannon Cart
Tornado
Bats Tornado Electro Dragon Cannon Cart
Fire Spirit Bats Tornado Electro Dragon Cannon Cart
Earthquake Tornado Fire Spirit Bats Electro Dragon Cannon Cart
Tornado Cannon Cart
Fire Spirit Bats Earthquake Electro Dragon Cannon Cart Goblin Giant

Counters to secondary win conditions

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

Cannon Cart
Electro Dragon Cannon Cart
Bats Electro Dragon Cannon Cart Goblin Giant
Bats Tornado Cannon Cart Goblin Giant
Cannon Cart Goblin Giant
Fire Spirit Bats Tornado Electro Dragon Goblin Giant
Bats Cannon Cart Goblin Giant
Cannon Cart Goblin Giant
Electro Dragon Bats Tornado Cannon Cart
Goblin Giant
Bats Electro Dragon Cannon Cart
Tornado Goblin Giant
Cannon Cart Goblin Giant
Electro Dragon Cannon Cart
Electro Dragon Bats Tornado Cannon Cart Goblin Giant
Bats Earthquake Electro Dragon Cannon Cart

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.)

Earthquake Electro Dragon
Tornado Electro Dragon
Earthquake Electro Dragon Cannon Cart Goblin Giant
Earthquake Cannon Cart
Fire Spirit Earthquake
Fire Spirit Bats Tornado Electro Dragon Goblin Giant
Fire Spirit Earthquake Tornado
Earthquake Fire Spirit Tornado Electro Dragon
Tornado Electro Dragon
Fire Spirit Bats Tornado Electro Dragon
Earthquake Tornado Electro Dragon Cannon Cart
Fire Spirit Tornado Electro Dragon
Earthquake Fire Spirit Cannon Cart
Earthquake Electro Dragon Cannon Cart
Earthquake Cannon Cart
Earthquake Electro Dragon Cannon Cart
Earthquake Electro Dragon Cannon Cart
Earthquake Tornado
Bats
Fire Spirit Earthquake Electro Dragon
Fire Spirit Earthquake Tornado Electro Dragon
Earthquake
Tornado
Tornado
Earthquake Electro Dragon Cannon Cart
Earthquake Tornado Fire Spirit Electro Dragon
Earthquake Tornado Electro Dragon
Tornado Electro Dragon
Tornado
Fire Spirit Bats Tornado Electro Dragon
Electro Dragon Bats
Earthquake Electro Dragon
Electro Dragon
Earthquake
Earthquake Fire Spirit Bats Electro Dragon Cannon Cart
Fire Spirit Tornado Electro Dragon
Electro Dragon Cannon Cart
Earthquake Electro Dragon
Tornado
Electro Dragon Cannon Cart
Electro Dragon Bats Tornado
Bats Tornado Electro Dragon
Electro Dragon Tornado Cannon Cart Goblin Giant

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