My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 warnings Why?

Missing cards in your collection

Ram Rider

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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Mega Minion Goblin Giant 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.

Royal Giant Mega Minion Battle Ram Goblin Giant Inferno Dragon

Offensive cards

Win conditions

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

Royal Giant Battle Ram Goblin Giant

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.

Royal Giant Battle Ram Goblin Giant

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 Royal Giant Battle Ram Goblin Giant

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
Royal Giant Battle Ram Guards Inferno Dragon
Giant Snowball
Fire Spirit Mega Minion Battle Ram Guards Inferno Dragon
Zap
Fire Spirit Royal Giant Battle Ram Guards Goblin Giant Inferno Dragon
Barbarian Barrel
Fire Spirit Battle Ram Guards
The Log
Fire Spirit Royal Giant Battle Ram Guards
Earthquake
Guards
Arrows
Fire Spirit Guards
Royal Delivery
Fire Spirit Mega Minion Battle Ram Guards Inferno Dragon
Fireball
Mega Minion Battle Ram Inferno Dragon
Poison
Mega Minion Guards
Lightning
Mega Minion Battle Ram Inferno Dragon
Rocket
Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire 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 Arrows Mega Minion Battle Ram Guards Inferno 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.

Royal Giant

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

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 Arrows Mega Minion Guards Battle Ram Inferno Dragon Royal Giant Goblin Giant

Shortest cycle

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

10 Fire Spirit Arrows Mega Minion Guards

Attack Synergies 3 9

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
Royal Giant Mega Minion Battle Ram Goblin Giant Inferno Dragon
Arrows
Royal Giant Mega Minion Battle Ram Goblin Giant
Royal Giant
Fire Spirit Arrows Mega Minion Guards
Mega Minion
Goblin Giant Fire Spirit Arrows Royal Giant
Battle Ram
Fire Spirit Arrows
Guards
Royal Giant
Goblin Giant
Mega Minion Fire Spirit Arrows
Inferno Dragon
Fire Spirit

Defense Synergies 0 2

Fire Spirit
Arrows
Mega Minion
Royal Giant
Mega Minion
Arrows Guards
Battle Ram
Guards
Mega Minion
Goblin Giant
Inferno Dragon

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.

Mega Minion Goblin Giant
Inferno Dragon Mega Minion
Fire Spirit Mega Minion Inferno Dragon
Inferno Dragon Mega Minion Guards
Arrows
Arrows Fire Spirit Mega Minion Guards
Mega Minion Inferno Dragon Fire Spirit Arrows
Arrows Goblin Giant
Inferno Dragon
Guards Fire Spirit
Guards Arrows Mega Minion Goblin Giant
Arrows Mega Minion Inferno Dragon
Fire Spirit Guards
Fire Spirit Arrows Mega Minion Guards
Inferno Dragon
Inferno Dragon
Arrows
Fire Spirit Arrows Mega Minion Guards
Arrows Fire Spirit Mega Minion Guards Inferno Dragon
Inferno Dragon
Fire Spirit Arrows Guards Goblin Giant

Counters to secondary win conditions

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

Guards
Arrows Mega Minion Inferno Dragon
Guards Goblin Giant
Guards Goblin Giant
Guards Goblin Giant Inferno Dragon
Fire Spirit Arrows Goblin Giant
Guards Mega Minion Goblin Giant
Goblin Giant Inferno Dragon
Mega Minion Inferno Dragon
Mega Minion Guards Goblin Giant Inferno Dragon
Inferno Dragon Mega Minion Guards
Arrows Guards Goblin Giant
Guards Goblin Giant
Guards Mega Minion Goblin Giant Inferno Dragon
Arrows Mega Minion 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.)

Arrows Guards
Arrows
Arrows Goblin Giant
Arrows Guards
Fire Spirit Arrows
Arrows Fire Spirit Mega Minion Goblin Giant
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Guards
Arrows
Fire Spirit Arrows
Fire Spirit
Arrows
Arrows
Arrows
Arrows
Arrows
Fire Spirit Arrows Mega Minion
Fire Spirit Arrows
Arrows
Arrows
Arrows Fire Spirit
Mega Minion Inferno Dragon
Arrows
Arrows
Arrows
Fire Spirit Arrows
Mega Minion Guards
Mega Minion
Arrows
Arrows
Arrows
Fire Spirit Guards
Fire Spirit Arrows Mega Minion
Arrows
Mega Minion
Arrows
Arrows
Mega Minion
Guards
Goblin Giant

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