My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Godly!
Synergy
RIP
Versatility
Good
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Bats Goblin Gang Zappies 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 Zappies Wizard Royal Ghost

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.

Fireball The Log

Punishments

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

Goblin Gang Royal Ghost

Pump responses

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

Fireball

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 Royal Ghost

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.

Royal Ghost

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 Goblin Gang
Giant Snowball
Fire Spirit Bats Goblin Gang Zappies
Zap
Fire Spirit Bats Goblin Gang Zappies
Barbarian Barrel
Fire Spirit Goblin Gang Zappies Wizard Royal Ghost
The Log
Fire Spirit Goblin Gang Zappies
Earthquake
Goblin Gang Zappies
Arrows
Fire Spirit Bats Goblin Gang Zappies
Royal Delivery
Fire Spirit Bats Goblin Gang Zappies Wizard Royal Ghost
Fireball
Goblin Gang Zappies Wizard
Poison
Bats Goblin Gang Zappies Wizard
Lightning
Wizard
Rocket
Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Wizard The Log Royal Ghost

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 Royal Ghost

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.

Fireball

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 Fireball 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.

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 The Log Goblin Gang Royal Ghost Fireball Zappies Wizard

Shortest cycle

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

8 Fire Spirit Bats The Log Goblin Gang

Attack Synergies 0 4

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
Bats
Goblin Gang
Royal Ghost
Fireball
The Log
Zappies
Royal Ghost
Wizard
Royal Ghost
The Log
Fireball
Royal Ghost
Goblin Gang Zappies Wizard

Defense Synergies 1 10

Fire Spirit
The Log
Bats
Zappies The Log
Goblin Gang
Zappies The Log
Fireball
The Log Zappies
Zappies
Bats Goblin Gang Fireball The Log
Wizard
The Log Royal Ghost
The Log
Fireball Fire Spirit Bats Goblin Gang Zappies Wizard Royal Ghost
Royal Ghost
Wizard The Log

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.

Fireball Zappies Wizard The Log
Bats Goblin Gang Zappies The Log
Goblin Gang Fire Spirit Bats Zappies
Bats Goblin Gang Zappies
Fireball The Log
Goblin Gang Fireball The Log Fire Spirit Bats Zappies Royal Ghost
Bats Fire Spirit Goblin Gang Fireball Zappies Wizard
Fireball The Log
Zappies Goblin Gang
Goblin Gang Fire Spirit Zappies Royal Ghost
Bats Goblin Gang Fireball Zappies Wizard The Log Royal Ghost
Bats Goblin Gang Fireball Zappies Wizard
Fire Spirit Bats Goblin Gang Fireball Zappies Wizard The Log
Fire Spirit Fireball Wizard Bats Goblin Gang Zappies The Log Royal Ghost
Goblin Gang Zappies
Goblin Gang Fireball Zappies The Log
Wizard Bats Goblin Gang Fireball Zappies
Fire Spirit Fireball Bats Goblin Gang Zappies Wizard The Log Royal Ghost
Wizard The Log Fire Spirit Bats Fireball Zappies Royal Ghost
Zappies
Goblin Gang Wizard Royal Ghost Fire Spirit Bats Fireball Zappies The Log

Counters to secondary win conditions

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

Goblin Gang Fireball Zappies Royal Ghost
Fireball Goblin Gang Wizard The Log Royal Ghost
Goblin Gang Zappies Bats The Log
Goblin Gang Bats Fireball Zappies The Log
Goblin Gang Zappies
Fire Spirit Fireball Wizard Bats Goblin Gang Zappies
Goblin Gang Bats Fireball Zappies
Zappies
Bats Fireball Zappies The Log
Goblin Gang Zappies
Bats Zappies
Fireball The Log
Goblin Gang Fireball Zappies Wizard
Wizard Fireball Zappies
Goblin Gang Zappies Bats Fireball The Log
Bats Fireball Zappies Wizard The Log Royal Ghost

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.)

Fireball The Log Royal Ghost
Fireball The Log Royal Ghost
Fireball The Log
Fireball The Log
Fireball Wizard Fire Spirit The Log
Fireball Wizard Fire Spirit Bats
Fire Spirit Wizard The Log
Fireball The Log Fire Spirit Wizard
Fireball The Log Wizard
Fire Spirit Bats Goblin Gang Fireball
Fireball Wizard The Log
Fireball Fire Spirit Wizard
Fire Spirit Fireball The Log
Fireball
Fireball The Log
Fireball Wizard The Log
Fireball Wizard The Log
Fireball
Bats
Fire Spirit Fireball Wizard The Log
Fire Spirit Fireball Wizard The Log
Fireball The Log
Fireball Wizard
The Log
Fireball The Log
The Log Fire Spirit Fireball Wizard
Fireball The Log Wizard Royal Ghost
Fireball Wizard The Log
Fireball The Log
Fire Spirit Bats Fireball Wizard
Bats Fireball Zappies Wizard
Fireball
Fireball Wizard The Log
Fireball Zappies
Fireball Wizard The Log
Fire Spirit Bats Goblin Gang Fireball Zappies
Fireball Fire Spirit Zappies Wizard
The Log Fireball
Fireball Goblin Gang Wizard
The Log Fireball Wizard
Fireball
Bats Goblin Gang Fireball Zappies The Log
Bats Fireball Zappies
Fireball The Log Royal Ghost

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