My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Archers Goblin Gang Ice Golem Baby Dragon Electro Wizard

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 Archers Ice Golem Baby Dragon Electro Wizard

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

Punishments

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

Goblin Gang

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 Ice Golem Baby Dragon

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 Wizard

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 Archers Goblin Gang Skeleton Army
Giant Snowball
Fire Spirit Bats Archers Goblin Gang Skeleton Army Baby Dragon
Zap
Fire Spirit Bats Archers Goblin Gang Skeleton Army
Barbarian Barrel
Fire Spirit Archers Goblin Gang Skeleton Army Electro Wizard
The Log
Fire Spirit Archers Goblin Gang Skeleton Army
Earthquake
Archers Goblin Gang Skeleton Army
Arrows
Fire Spirit Bats Archers Goblin Gang Skeleton Army
Royal Delivery
Fire Spirit Bats Archers Goblin Gang Skeleton Army Baby Dragon Electro Wizard
Fireball
Archers Goblin Gang Skeleton Army Baby Dragon Electro Wizard
Poison
Bats Archers Goblin Gang Skeleton Army Electro Wizard
Lightning
Ice Golem Baby Dragon Electro Wizard
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Golem Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Golem Baby 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 Ice Golem Skeleton Army Baby Dragon

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.

Skeleton Army

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 Goblin Gang Ice Golem Electro Wizard

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 Bats Ice Golem Archers Goblin Gang Skeleton Army Baby Dragon Electro Wizard

Shortest cycle

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

8 Fire Spirit Bats Ice Golem Archers

Attack Synergies 3 8

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
Ice Golem Baby Dragon
Bats
Ice Golem Baby Dragon
Archers
Ice Golem Baby Dragon
Goblin Gang
Ice Golem Baby Dragon
Ice Golem
Bats Archers Goblin Gang Fire Spirit Baby Dragon Electro Wizard
Skeleton Army
Baby Dragon
Fire Spirit Bats Archers Goblin Gang Ice Golem Electro Wizard
Electro Wizard
Ice Golem Baby Dragon

Defense Synergies 1 15

Fire Spirit
Ice Golem Electro Wizard
Bats
Ice Golem Baby Dragon Electro Wizard
Archers
Ice Golem Goblin Gang Skeleton Army Baby Dragon Electro Wizard
Goblin Gang
Archers Ice Golem Skeleton Army Electro Wizard
Ice Golem
Archers Fire Spirit Bats Goblin Gang Baby Dragon Electro Wizard
Skeleton Army
Archers Goblin Gang Electro Wizard
Baby Dragon
Bats Archers Ice Golem
Electro Wizard
Fire Spirit Bats Archers Goblin Gang Ice Golem Skeleton Army

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.

Ice Golem Baby Dragon Electro Wizard
Skeleton Army Bats Goblin Gang Electro Wizard
Goblin Gang Skeleton Army Fire Spirit Bats Archers Electro Wizard
Skeleton Army Bats Goblin Gang Electro Wizard
Skeleton Army
Goblin Gang Skeleton Army Fire Spirit Bats Archers Baby Dragon Electro Wizard
Bats Electro Wizard Fire Spirit Archers Goblin Gang Baby Dragon
Ice Golem Baby Dragon Electro Wizard
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Fire Spirit Archers Ice Golem Electro Wizard
Bats Archers Goblin Gang Skeleton Army Electro Wizard Ice Golem Baby Dragon
Bats Archers Goblin Gang Baby Dragon Electro Wizard
Skeleton Army Fire Spirit Bats Goblin Gang Electro Wizard
Fire Spirit Skeleton Army Bats Goblin Gang Baby Dragon Electro Wizard
Skeleton Army Goblin Gang Electro Wizard
Skeleton Army Goblin Gang Electro Wizard
Bats Goblin Gang Skeleton Army Electro Wizard
Fire Spirit Bats Archers Goblin Gang Skeleton Army Baby Dragon Electro Wizard
Baby Dragon Fire Spirit Bats Archers Ice Golem Electro Wizard
Electro Wizard
Goblin Gang Skeleton Army Fire Spirit Bats Archers Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Archers Ice Golem Electro Wizard
Electro Wizard Archers Goblin Gang Ice Golem Baby Dragon
Goblin Gang Skeleton Army Bats Ice Golem Electro Wizard
Goblin Gang Skeleton Army Bats Ice Golem Electro Wizard
Goblin Gang Skeleton Army
Fire Spirit Bats Archers Goblin Gang Ice Golem Baby Dragon Electro Wizard
Goblin Gang Skeleton Army Bats Archers Ice Golem Electro Wizard
Skeleton Army
Electro Wizard Bats Ice Golem Skeleton Army Baby Dragon
Goblin Gang Skeleton Army
Bats
Skeleton Army Electro Wizard
Skeleton Army Goblin Gang Ice Golem
Archers Skeleton Army Baby Dragon
Goblin Gang Skeleton Army Electro Wizard Bats Archers Ice Golem Baby Dragon
Bats Archers Ice Golem Baby Dragon Electro Wizard

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.)

Ice Golem Baby Dragon
Baby Dragon Electro Wizard
Baby Dragon
Ice Golem
Fire Spirit Baby Dragon
Fire Spirit Bats Ice Golem Baby Dragon
Fire Spirit Archers Baby Dragon
Fire Spirit Ice Golem Baby Dragon
Fire Spirit Bats Goblin Gang Electro Wizard
Electro Wizard
Fire Spirit Archers Baby Dragon
Fire Spirit Ice Golem Baby Dragon
Baby Dragon
Ice Golem Baby Dragon
Baby Dragon
Baby Dragon
Bats
Fire Spirit Archers Baby Dragon Electro Wizard
Fire Spirit Baby Dragon
Baby Dragon
Baby Dragon
Ice Golem Fire Spirit Baby Dragon
Baby Dragon Electro Wizard
Baby Dragon
Baby Dragon
Fire Spirit Bats Archers Ice Golem Baby Dragon Electro Wizard
Electro Wizard Bats
Electro Wizard
Electro Wizard Fire Spirit Bats Archers Goblin Gang Skeleton Army
Fire Spirit Archers Baby Dragon Electro Wizard
Goblin Gang Baby Dragon Electro Wizard
Ice Golem Baby Dragon
Bats Goblin Gang Baby Dragon Electro Wizard
Bats Electro Wizard
Baby Dragon Electro Wizard

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