My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings Why?

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!
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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats

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 Bomber Bats Giant Skeleton Mega Knight

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap

Punishments

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

Goblin Barrel Mega Knight

Pump responses

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

Goblin Barrel

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 Giant Skeleton Mega Knight

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.

Goblin Barrel Giant Skeleton

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
Bomber Bats Goblin Barrel Giant Skeleton
Giant Snowball
Fire Spirit Bomber Bats Goblin Barrel
Zap
Fire Spirit Bomber Bats Goblin Barrel
Barbarian Barrel
Fire Spirit Ice Spirit Bomber Goblin Barrel Giant Skeleton
The Log
Fire Spirit Ice Spirit Bomber Goblin Barrel Giant Skeleton
Earthquake
Bomber Goblin Barrel
Arrows
Fire Spirit Ice Spirit Bomber Bats Goblin Barrel
Royal Delivery
Fire Spirit Ice Spirit Bomber Bats Goblin Barrel Giant Skeleton
Fireball
Bomber Goblin Barrel
Poison
Bomber Bats
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Bomber Zap Mega Knight

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 Bats Giant Skeleton Mega Knight

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.

Goblin Barrel

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 Goblin Barrel

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.

Fire Spirit Ice Spirit Bomber Bats Zap Goblin Barrel Giant Skeleton Mega Knight

Shortest cycle

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

6 Fire Spirit Ice Spirit Bomber Bats

Attack Synergies 4 17

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
Zap Goblin Barrel Giant Skeleton
Ice Spirit
Zap Goblin Barrel Bomber Bats Giant Skeleton Mega Knight
Bomber
Ice Spirit Bats Zap Giant Skeleton Mega Knight
Bats
Giant Skeleton Mega Knight Ice Spirit Bomber Zap Goblin Barrel
Zap
Ice Spirit Fire Spirit Bomber Bats Giant Skeleton Mega Knight
Goblin Barrel
Ice Spirit Fire Spirit Bats Giant Skeleton Mega Knight
Giant Skeleton
Bats Fire Spirit Ice Spirit Bomber Zap Goblin Barrel
Mega Knight
Bats Ice Spirit Bomber Zap Goblin Barrel

Defense Synergies 2 13

Fire Spirit
Ice Spirit Zap Giant Skeleton
Ice Spirit
Zap Fire Spirit Bomber Bats Giant Skeleton Mega Knight
Bomber
Ice Spirit Bats Zap
Bats
Ice Spirit Bomber Zap Giant Skeleton Mega Knight
Zap
Ice Spirit Mega Knight Fire Spirit Bomber Bats Giant Skeleton
Goblin Barrel
Giant Skeleton
Fire Spirit Ice Spirit Bats Zap
Mega Knight
Zap Ice Spirit Bats

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.

Bomber Zap
Ice Spirit Bomber Bats Zap Mega Knight
Mega Knight Fire Spirit Bomber Bats Giant Skeleton
Bomber Bats Mega Knight
Bomber Giant Skeleton Mega Knight
Fire Spirit Bomber Bats Zap Mega Knight
Bats Fire Spirit Ice Spirit Zap
Zap Giant Skeleton Mega Knight
Fire Spirit Ice Spirit Bomber Giant Skeleton Mega Knight
Bats Bomber Zap Giant Skeleton Mega Knight
Bats Zap
Mega Knight Fire Spirit Ice Spirit Bomber Bats Zap Giant Skeleton
Fire Spirit Bomber Mega Knight Ice Spirit Bats Zap
Mega Knight
Ice Spirit Zap Mega Knight
Mega Knight Bomber Bats
Fire Spirit Ice Spirit Mega Knight Bomber Bats Zap
Zap Fire Spirit Ice Spirit Bomber Bats Giant Skeleton Mega Knight
Bomber Mega Knight Fire Spirit Bats Giant Skeleton

Counters to secondary win conditions

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

Mega Knight Zap Giant Skeleton
Bomber Zap Mega Knight
Giant Skeleton Mega Knight Ice Spirit Bats Zap
Giant Skeleton Mega Knight Bats Zap
Giant Skeleton Mega Knight
Fire Spirit Ice Spirit Bats Zap
Bats Giant Skeleton
Giant Skeleton Mega Knight
Zap Giant Skeleton Mega Knight Ice Spirit Bats
Mega Knight Bats Giant Skeleton
Mega Knight Zap Giant Skeleton
Giant Skeleton Mega Knight
Bomber Mega Knight
Ice Spirit Bomber Bats Zap Giant Skeleton
Bats Mega Knight Bomber Zap Giant Skeleton

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.)

Giant Skeleton
Zap
Giant Skeleton
Giant Skeleton
Bomber Fire Spirit Zap Mega Knight
Fire Spirit Ice Spirit Bats Zap
Fire Spirit Bomber
Fire Spirit Ice Spirit Zap
Zap
Fire Spirit Bats
Zap
Fire Spirit Zap
Fire Spirit
Zap
Bomber Zap
Mega Knight
Bomber Bats
Fire Spirit Bomber Zap Mega Knight
Fire Spirit Bomber Zap Mega Knight
Giant Skeleton Mega Knight
Zap
Zap Fire Spirit Ice Spirit Bomber Mega Knight
Zap
Zap Mega Knight
Zap
Fire Spirit Bats Zap
Zap Ice Spirit Bats
Bomber Zap Mega Knight
Zap Ice Spirit
Giant Skeleton Mega Knight
Zap Fire Spirit Ice Spirit Bats
Fire Spirit Zap
Mega Knight
Bomber Zap
Zap Giant Skeleton
Mega Knight
Zap Ice Spirit Bats Giant Skeleton
Bats Zap
Zap Giant Skeleton Mega Knight

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