My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Missing cards in your collection

Goblin Giant Mega Knight

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!
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!
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 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 Goblin Gang

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.

Skeletons Ice Spirit Spear Goblins Bats

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.

Arrows

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 Ice Spirit Goblins Spear Goblins Goblin Gang

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
Skeletons Spear Goblins Bats Goblin Gang
Giant Snowball
Skeletons Fire Spirit Goblins Spear Goblins Bats Goblin Gang
Zap
Skeletons Fire Spirit Goblins Spear Goblins Bats Goblin Gang
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Goblins Spear Goblins Goblin Gang
The Log
Skeletons Fire Spirit Ice Spirit Goblins Spear Goblins Goblin Gang
Earthquake
Skeletons Spear Goblins Goblin Gang
Arrows
Skeletons Fire Spirit Ice Spirit Goblins Spear Goblins Bats Goblin Gang
Royal Delivery
Skeletons Fire Spirit Ice Spirit Goblins Spear Goblins Bats Goblin Gang
Fireball
Goblin Gang
Poison
Spear Goblins Bats Goblin Gang
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit 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 Ice 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 Ice Spirit Goblins Goblin Gang

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.

Skeletons Fire Spirit Ice Spirit Goblins Spear Goblins Bats Arrows Goblin Gang

Shortest cycle

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

5 Skeletons Fire Spirit Ice Spirit Goblins

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.

Skeletons
Fire Spirit
Ice Spirit
Goblins Spear Goblins Bats
Goblins
Ice Spirit
Spear Goblins
Ice Spirit Goblin Gang
Bats
Ice Spirit
Arrows
Goblin Gang
Spear Goblins

Defense Synergies 1 12

Skeletons
Fire Spirit Ice Spirit Spear Goblins Bats
Fire Spirit
Skeletons Ice Spirit Spear Goblins
Ice Spirit
Goblin Gang Skeletons Fire Spirit Goblins Spear Goblins Bats
Goblins
Ice Spirit
Spear Goblins
Skeletons Fire Spirit Ice Spirit Bats Arrows Goblin Gang
Bats
Skeletons Ice Spirit Spear Goblins
Arrows
Spear Goblins
Goblin Gang
Ice Spirit Spear Goblins

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.

Spear Goblins
Skeletons Ice Spirit Goblins Bats Goblin Gang
Goblin Gang Skeletons Fire Spirit Goblins Bats
Skeletons Goblins Bats Goblin Gang
Arrows
Arrows Goblin Gang Skeletons Fire Spirit Goblins Spear Goblins Bats
Bats Fire Spirit Ice Spirit Spear Goblins Arrows Goblin Gang
Arrows
Skeletons Goblins Goblin Gang
Goblin Gang Skeletons Fire Spirit Ice Spirit Goblins Spear Goblins
Goblins Bats Goblin Gang Skeletons Spear Goblins Arrows
Arrows Spear Goblins Bats Goblin Gang
Skeletons Fire Spirit Ice Spirit Bats Goblin Gang
Fire Spirit Ice Spirit Goblins Bats Arrows Goblin Gang
Goblin Gang
Ice Spirit Goblin Gang
Skeletons Goblins Bats Arrows Goblin Gang
Fire Spirit Ice Spirit Arrows Goblins Spear Goblins Bats Goblin Gang
Arrows Fire Spirit Ice Spirit Spear Goblins Bats
Goblin Gang 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.

Goblin Gang Skeletons Goblins Spear Goblins
Arrows Goblin Gang
Goblin Gang Skeletons Ice Spirit Goblins Spear Goblins Bats
Goblin Gang Bats
Skeletons Goblin Gang
Fire Spirit Arrows Skeletons Ice Spirit Bats Goblin Gang
Goblin Gang Skeletons Goblins Spear Goblins Bats
Skeletons Ice Spirit Goblins Spear Goblins Bats
Skeletons Goblin Gang
Bats
Arrows
Skeletons Goblin Gang
Goblin Gang Skeletons Ice Spirit Goblins Spear Goblins Bats
Bats Arrows

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.)

Arrows
Arrows
Arrows
Arrows
Fire Spirit Arrows
Arrows Fire Spirit Ice Spirit Spear Goblins Bats
Fire Spirit Arrows
Arrows Fire Spirit Ice Spirit
Arrows
Fire Spirit Goblins Bats Goblin Gang
Arrows
Fire Spirit Arrows
Fire Spirit
Arrows
Arrows
Spear Goblins Arrows
Arrows
Arrows
Bats
Fire Spirit Arrows
Fire Spirit Arrows
Arrows
Arrows
Arrows Fire Spirit Ice Spirit
Arrows
Arrows
Arrows
Fire Spirit Bats Arrows
Ice Spirit Bats
Arrows
Ice Spirit Arrows
Arrows
Fire Spirit Ice Spirit Spear Goblins Bats Goblin Gang
Fire Spirit Arrows
Arrows
Goblin Gang
Arrows
Arrows
Ice Spirit Bats Goblin Gang
Bats

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