My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minions 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.

Balloon Inferno Dragon Mega Knight Lava Hound

Offensive cards

Win conditions

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

Balloon Lava Hound

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 Gang Balloon Mega Knight

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 Mega Knight Lava Hound

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

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 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 Inferno Dragon Mega 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 Minions Goblin Gang Lava Hound

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 Zap Minions Goblin Gang Inferno Dragon Balloon Mega Knight Lava Hound

Shortest cycle

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

9 Fire Spirit Zap Minions Goblin Gang

Attack Synergies 6 11

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 Balloon Inferno Dragon
Zap
Balloon Fire Spirit Minions Mega Knight Lava Hound
Minions
Mega Knight Lava Hound Zap Balloon Inferno Dragon
Goblin Gang
Balloon Lava Hound
Balloon
Zap Lava Hound Fire Spirit Minions Goblin Gang Mega Knight
Inferno Dragon
Mega Knight Lava Hound Fire Spirit Minions
Mega Knight
Minions Inferno Dragon Zap Balloon
Lava Hound
Minions Balloon Inferno Dragon Zap Goblin Gang

Defense Synergies 1 7

Fire Spirit
Zap
Zap
Mega Knight Fire Spirit Minions Goblin Gang Inferno Dragon
Minions
Zap Mega Knight
Goblin Gang
Zap Inferno Dragon
Balloon
Inferno Dragon
Zap Goblin Gang Mega Knight
Mega Knight
Zap Minions Inferno Dragon
Lava Hound

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.

Zap Minions
Inferno Dragon Zap Minions Goblin Gang Mega Knight
Goblin Gang Mega Knight Fire Spirit Minions Inferno Dragon
Inferno Dragon Minions Goblin Gang Mega Knight
Mega Knight
Goblin Gang Fire Spirit Zap Minions Mega Knight
Minions Inferno Dragon Fire Spirit Zap Goblin Gang
Zap Mega Knight
Inferno Dragon Minions Goblin Gang
Goblin Gang Fire Spirit Mega Knight
Minions Goblin Gang Zap Mega Knight
Minions Inferno Dragon Zap Goblin Gang
Mega Knight Fire Spirit Zap Minions Goblin Gang
Fire Spirit Mega Knight Zap Minions Goblin Gang
Inferno Dragon Goblin Gang Mega Knight
Zap Goblin Gang Inferno Dragon Mega Knight
Mega Knight Minions Goblin Gang
Fire Spirit Mega Knight Zap Minions Goblin Gang
Zap Fire Spirit Minions Inferno Dragon Mega Knight
Inferno Dragon
Goblin Gang Mega Knight Fire Spirit Minions

Counters to secondary win conditions

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

Goblin Gang Mega Knight Zap
Zap Goblin Gang Inferno Dragon Mega Knight
Goblin Gang Mega Knight Zap Minions
Goblin Gang Mega Knight Zap
Goblin Gang Inferno Dragon Mega Knight
Fire Spirit Zap Minions Goblin Gang
Goblin Gang Minions
Mega Knight Inferno Dragon
Zap Mega Knight Minions Inferno Dragon
Goblin Gang Inferno Dragon
Inferno Dragon Mega Knight Minions
Mega Knight Zap
Mega Knight Goblin Gang
Mega Knight
Goblin Gang Zap Minions Inferno Dragon
Minions Mega Knight Zap 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.)

Zap
Fire Spirit Zap Mega Knight
Fire Spirit Zap Minions
Fire Spirit
Fire Spirit Zap
Zap
Fire Spirit Minions Goblin Gang
Zap
Fire Spirit Zap
Fire Spirit
Minions
Zap
Zap
Mega Knight
Minions
Fire Spirit Zap Mega Knight
Fire Spirit Zap Mega Knight
Minions Mega Knight
Zap
Zap Fire Spirit Mega Knight
Inferno Dragon
Zap
Zap Mega Knight
Zap
Fire Spirit Zap
Zap Minions
Zap Mega Knight
Zap
Mega Knight
Zap Fire Spirit Minions Goblin Gang
Fire Spirit Zap
Goblin Gang Mega Knight
Zap
Zap
Mega Knight
Zap Minions Goblin Gang
Zap
Zap Mega Knight

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