My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Royal Ghost Magic Archer Lava Hound

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning Not enough threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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 Spear Goblins Bats Three Musketeers

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.

Spear Goblins Bats Three Musketeers

Offensive cards

Win conditions

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

Three Musketeers

Damage spells

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

Zap Arrows Lightning

Pump responses

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

Lightning

Dropped at the bridge

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

Fire Spirit Goblins Spear Goblins

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
Spear Goblins Bats Three Musketeers
Giant Snowball
Fire Spirit Goblins Spear Goblins Bats Three Musketeers
Zap
Fire Spirit Goblins Spear Goblins Bats Three Musketeers
Barbarian Barrel
Fire Spirit Goblins Spear Goblins Three Musketeers
The Log
Fire Spirit Goblins Spear Goblins Three Musketeers
Earthquake
Spear Goblins
Arrows
Fire Spirit Goblins Spear Goblins Bats
Royal Delivery
Fire Spirit Goblins Spear Goblins Bats Three Musketeers
Fireball
Three Musketeers
Poison
Spear Goblins Bats Three Musketeers
Lightning
Three Musketeers
Rocket
Three Musketeers

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows

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 Spear Goblins Bats Arrows

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 Goblins Three Musketeers

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Goblins Spear Goblins Bats Zap Arrows Lightning Three Musketeers

Shortest cycle

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

7 Fire Spirit Goblins Spear Goblins Bats

Attack Synergies 1 7

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 Three Musketeers
Goblins
Zap
Spear Goblins
Zap
Bats
Zap
Zap
Arrows Fire Spirit Goblins Spear Goblins Bats Three Musketeers
Arrows
Zap Lightning
Three Musketeers
Fire Spirit Zap
Lightning
Arrows

Defense Synergies 0 10

Fire Spirit
Spear Goblins Zap
Goblins
Zap
Spear Goblins
Fire Spirit Bats Zap Arrows
Bats
Spear Goblins Zap
Zap
Fire Spirit Goblins Spear Goblins Bats Arrows Three Musketeers
Arrows
Spear Goblins Zap Lightning
Three Musketeers
Zap
Lightning
Arrows

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.

Lightning Spear Goblins Zap
Goblins Bats Zap Three Musketeers
Three Musketeers Fire Spirit Goblins Bats Lightning
Three Musketeers Goblins Bats
Lightning Arrows
Arrows Fire Spirit Goblins Spear Goblins Bats Zap
Bats Three Musketeers Lightning Fire Spirit Spear Goblins Zap Arrows
Lightning Zap Arrows
Three Musketeers Goblins
Fire Spirit Goblins Spear Goblins
Goblins Bats Spear Goblins Zap Arrows
Arrows Three Musketeers Spear Goblins Bats Zap
Fire Spirit Bats Zap Three Musketeers Lightning
Fire Spirit Three Musketeers Goblins Bats Zap Arrows
Three Musketeers
Zap Three Musketeers Lightning
Three Musketeers Goblins Bats Arrows
Fire Spirit Arrows Goblins Spear Goblins Bats Zap Three Musketeers
Zap Arrows Fire Spirit Spear Goblins Bats
Three Musketeers
Fire Spirit Goblins Spear Goblins Bats Arrows

Counters to secondary win conditions

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

Goblins Spear Goblins Zap
Zap Arrows Lightning
Goblins Spear Goblins Bats Zap Lightning
Lightning Bats Zap
Three Musketeers
Fire Spirit Arrows Bats Zap Three Musketeers
Goblins Spear Goblins Bats Lightning
Zap Lightning Goblins Spear Goblins Bats
Three Musketeers
Bats
Lightning Zap Arrows
Lightning Three Musketeers
Three Musketeers
Goblins Spear Goblins Bats Zap Three Musketeers Lightning
Bats Arrows Zap

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.)

Lightning Arrows
Arrows Zap
Lightning Arrows
Lightning Arrows
Fire Spirit Zap Arrows
Arrows Fire Spirit Spear Goblins Bats Zap
Fire Spirit Arrows
Arrows Fire Spirit Zap Lightning
Arrows Zap Lightning
Lightning Fire Spirit Goblins Bats Three Musketeers
Lightning Zap Arrows
Lightning Fire Spirit Zap Arrows
Lightning Fire Spirit Three Musketeers
Lightning Arrows
Lightning Zap Arrows
Lightning Spear Goblins Zap Arrows Three Musketeers
Lightning Arrows Three Musketeers
Lightning Arrows Three Musketeers
Bats Lightning
Lightning Fire Spirit Zap Arrows Three Musketeers
Lightning Fire Spirit Zap Arrows
Lightning
Lightning Arrows
Lightning
Lightning Zap Arrows
Zap Arrows Fire Spirit
Arrows Zap Lightning
Lightning Zap Arrows
Lightning Zap Arrows
Lightning Fire Spirit Bats Zap Arrows
Zap Lightning Bats
Lightning
Lightning Zap Arrows
Zap Lightning Arrows
Arrows Lightning
Zap Lightning Fire Spirit Spear Goblins Bats
Lightning Fire Spirit Zap Arrows Three Musketeers
Arrows
Lightning Three Musketeers
Arrows Zap Lightning
Lightning Zap Arrows
Three Musketeers
Zap Bats Lightning
Bats Zap Lightning
Lightning Zap

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