My Best Clash Royale Deck

Deck Check Rating

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

2 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.

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 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 Bats Goblin Gang 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 Battle Ram Wizard

Offensive cards

Win conditions

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

Battle Ram

Damage spells

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

Rocket

Punishments

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

Goblin Gang Elite Barbarians Battle Ram

Pump responses

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

Rocket

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 Elite Barbarians Battle Ram

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.

Elite Barbarians

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 Elite Barbarians Battle Ram Skeleton Army
Giant Snowball
Fire Spirit Bats Goblin Gang Battle Ram Skeleton Army
Zap
Fire Spirit Bats Goblin Gang Battle Ram Skeleton Army
Barbarian Barrel
Fire Spirit Goblin Gang Elite Barbarians Battle Ram Wizard Skeleton Army
The Log
Fire Spirit Goblin Gang Elite Barbarians Battle Ram Skeleton Army
Earthquake
Goblin Gang Skeleton Army
Arrows
Fire Spirit Bats Goblin Gang Skeleton Army
Royal Delivery
Fire Spirit Bats Goblin Gang Elite Barbarians Battle Ram Wizard Skeleton Army
Fireball
Goblin Gang Elite Barbarians Battle Ram Wizard Skeleton Army
Poison
Bats Goblin Gang Wizard Skeleton Army
Lightning
Elite Barbarians Battle Ram Wizard
Rocket
Elite Barbarians Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Rocket

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Rocket

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 Battle Ram Rocket Skeleton Army

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.

Elite Barbarians 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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Goblin Gang Skeleton Army Battle Ram Wizard Elite Barbarians Rocket

Shortest cycle

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

9 Fire Spirit Bats Goblin Gang Skeleton Army

Attack Synergies 0 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
Elite Barbarians Battle Ram
Bats
Elite Barbarians Battle Ram
Goblin Gang
Battle Ram
Elite Barbarians
Fire Spirit Bats Battle Ram Wizard
Battle Ram
Fire Spirit Bats Goblin Gang Elite Barbarians
Wizard
Elite Barbarians
Rocket
Skeleton Army

Defense Synergies 0 3

Fire Spirit
Bats
Goblin Gang
Skeleton Army
Elite Barbarians
Wizard
Battle Ram
Wizard
Elite Barbarians Skeleton Army
Rocket
Skeleton Army
Goblin Gang Wizard

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.

Rocket Wizard
Elite Barbarians Skeleton Army Bats Goblin Gang
Goblin Gang Rocket Skeleton Army Fire Spirit Bats Elite Barbarians
Elite Barbarians Skeleton Army Bats Goblin Gang
Elite Barbarians Rocket Skeleton Army
Goblin Gang Skeleton Army Fire Spirit Bats
Bats Rocket Fire Spirit Goblin Gang Wizard
Rocket
Goblin Gang Elite Barbarians Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Fire Spirit
Bats Goblin Gang Skeleton Army Wizard
Bats Goblin Gang Wizard
Skeleton Army Fire Spirit Bats Goblin Gang Elite Barbarians Wizard Rocket
Fire Spirit Wizard Rocket Skeleton Army Bats Goblin Gang
Elite Barbarians Skeleton Army Goblin Gang
Rocket Skeleton Army Goblin Gang Elite Barbarians
Wizard Bats Goblin Gang Elite Barbarians Skeleton Army
Fire Spirit Bats Goblin Gang Elite Barbarians Wizard Skeleton Army
Wizard Fire Spirit Bats
Elite Barbarians
Goblin Gang Wizard Skeleton Army Fire Spirit Bats Elite Barbarians

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Elite Barbarians
Goblin Gang Elite Barbarians Wizard Rocket
Goblin Gang Skeleton Army Bats Elite Barbarians Rocket
Goblin Gang Rocket Skeleton Army Bats Elite Barbarians
Goblin Gang Elite Barbarians Skeleton Army
Fire Spirit Wizard Rocket Bats Goblin Gang
Goblin Gang Rocket Skeleton Army Bats Elite Barbarians
Elite Barbarians Skeleton Army
Rocket Bats Elite Barbarians Skeleton Army
Goblin Gang Skeleton Army
Bats Elite Barbarians
Rocket Skeleton Army Elite Barbarians
Elite Barbarians Rocket Skeleton Army Goblin Gang Wizard
Wizard Skeleton Army
Goblin Gang Elite Barbarians Skeleton Army Bats Rocket
Bats Elite Barbarians 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.)

Rocket
Rocket
Rocket
Wizard Rocket Fire Spirit
Wizard Fire Spirit Bats Rocket
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Rocket Fire Spirit Bats Goblin Gang Elite Barbarians
Rocket Wizard
Fire Spirit Wizard Rocket
Rocket Fire Spirit Elite Barbarians
Rocket
Elite Barbarians
Rocket Wizard
Wizard Rocket
Rocket
Bats Rocket
Rocket Fire Spirit Wizard
Rocket Fire Spirit Wizard
Rocket
Rocket Wizard
Rocket
Rocket
Fire Spirit Wizard
Wizard
Wizard
Rocket
Elite Barbarians Fire Spirit Bats Wizard
Rocket Bats Wizard
Elite Barbarians
Wizard Rocket
Rocket
Rocket Wizard
Fire Spirit Bats Goblin Gang Rocket Skeleton Army
Rocket Fire Spirit Wizard
Goblin Gang Wizard Rocket
Wizard
Rocket
Elite Barbarians
Bats Goblin Gang Elite Barbarians Rocket
Bats Rocket
Rocket

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