My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Missing cards in your collection

Rascals

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!

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

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.

Ice Spirit Spear Goblins Bomber Bats Royal Giant P.E.K.K.A

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Zap

Punishments

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

Royal 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 Ice Spirit Spear Goblins Royal Giant P.E.K.K.A

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 Bomber Bats Royal Giant
Giant Snowball
Fire Spirit Spear Goblins Bomber Bats
Zap
Fire Spirit Spear Goblins Bomber Bats Royal Giant
Barbarian Barrel
Fire Spirit Ice Spirit Spear Goblins Bomber
The Log
Fire Spirit Ice Spirit Spear Goblins Bomber Royal Giant
Earthquake
Spear Goblins Bomber
Arrows
Fire Spirit Ice Spirit Spear Goblins Bomber Bats
Royal Delivery
Fire Spirit Ice Spirit Spear Goblins Bomber Bats P.E.K.K.A
Fireball
Bomber
Poison
Spear Goblins Bomber Bats
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Bomber Zap

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 P.E.K.K.A

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 Ice 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Ice Spirit Spear Goblins Bomber Bats Zap Royal Giant P.E.K.K.A

Shortest cycle

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

6 Fire Spirit Ice Spirit Spear Goblins Bomber

Attack Synergies 8 13

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 P.E.K.K.A Zap
Ice Spirit
Zap Royal Giant P.E.K.K.A Spear Goblins Bomber Bats Royal Giant
Spear Goblins
Ice Spirit Zap Royal Giant
Bomber
Royal Giant Ice Spirit Bats Zap P.E.K.K.A
Bats
Royal Giant Ice Spirit Bomber Zap P.E.K.K.A
Zap
Ice Spirit P.E.K.K.A Fire Spirit Spear Goblins Bomber Bats Royal Giant
Royal Giant
Fire Spirit Ice Spirit Bomber Bats Ice Spirit Spear Goblins Zap
P.E.K.K.A
Fire Spirit Ice Spirit Zap Bomber Bats

Defense Synergies 1 17

Fire Spirit
Ice Spirit Spear Goblins Zap P.E.K.K.A
Ice Spirit
Zap Fire Spirit Spear Goblins Bomber Bats P.E.K.K.A
Spear Goblins
Fire Spirit Ice Spirit Bats Zap P.E.K.K.A
Bomber
Ice Spirit Bats Zap P.E.K.K.A
Bats
Ice Spirit Spear Goblins Bomber Zap P.E.K.K.A
Zap
Ice Spirit Fire Spirit Spear Goblins Bomber Bats P.E.K.K.A
Royal Giant
P.E.K.K.A
Fire Spirit Ice Spirit Spear Goblins Bomber Bats Zap

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 Bomber Zap
P.E.K.K.A Ice Spirit Bomber Bats Zap
P.E.K.K.A Fire Spirit Bomber Bats
P.E.K.K.A Bomber Bats
Bomber P.E.K.K.A
Fire Spirit Spear Goblins Bomber Bats Zap
Bats Fire Spirit Ice Spirit Spear Goblins Zap
Zap P.E.K.K.A
P.E.K.K.A
Fire Spirit Ice Spirit Spear Goblins Bomber
Bats Spear Goblins Bomber Zap
Spear Goblins Bats Zap
P.E.K.K.A Fire Spirit Ice Spirit Bomber Bats Zap
Fire Spirit Bomber Ice Spirit Bats Zap P.E.K.K.A
P.E.K.K.A
Ice Spirit Zap P.E.K.K.A
Bomber Bats P.E.K.K.A
Fire Spirit Ice Spirit Spear Goblins Bomber Bats Zap
Zap Fire Spirit Ice Spirit Spear Goblins Bomber Bats
P.E.K.K.A
Bomber Fire Spirit Spear Goblins Bats P.E.K.K.A

Counters to secondary win conditions

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

Spear Goblins Zap P.E.K.K.A
Bomber Zap
P.E.K.K.A Ice Spirit Spear Goblins Bats Zap
P.E.K.K.A Bats Zap
P.E.K.K.A
Fire Spirit Ice Spirit Bats Zap
P.E.K.K.A Spear Goblins Bats
P.E.K.K.A
Zap P.E.K.K.A Ice Spirit Spear Goblins Bats
P.E.K.K.A
P.E.K.K.A Bats
P.E.K.K.A Zap
P.E.K.K.A
Bomber
Ice Spirit Spear Goblins Bomber Bats Zap P.E.K.K.A
Bats Bomber Zap P.E.K.K.A

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.)

Zap
Bomber Fire Spirit Zap
Fire Spirit Ice Spirit Spear Goblins Bats Zap
Fire Spirit Bomber
Fire Spirit Ice Spirit Zap
Zap
Fire Spirit Bats
Zap
Fire Spirit Zap
Fire Spirit
Zap
Spear Goblins Bomber Zap
Bomber Bats
Fire Spirit Bomber Zap
Fire Spirit Bomber Zap
Zap
Zap Fire Spirit Ice Spirit Bomber
Zap
Zap
Zap
Fire Spirit Bats Zap
Zap Ice Spirit Bats
Bomber Zap
Zap Ice Spirit
P.E.K.K.A
Zap Fire Spirit Ice Spirit Spear Goblins Bats
Fire Spirit Zap
Bomber Zap
Zap
P.E.K.K.A
Zap Ice Spirit Bats
Bats Zap
Zap

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