My Best Clash Royale Deck

Deck Check Rating

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

Why?

Missing cards in your collection

Rascals Magic Archer

Deck tips

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

Your deck is okay!

Similar decks

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 Electro 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 Royal Giant Electro Wizard

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.

Fireball The Log

Punishments

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

Goblin Gang Royal Giant

Pump responses

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

Fireball

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 Royal Giant

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.

Electro Wizard

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball The Log

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 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.

Royal Giant Fireball 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 Fireball Electro 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats The Log Goblin Gang Skeleton Army Fireball Electro Wizard Royal Giant

Shortest cycle

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

8 Fire Spirit Bats The Log Goblin Gang

Attack Synergies 3 5

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
Bats
Royal Giant
Goblin Gang
Royal Giant
Royal Giant
Fire Spirit Bats Fireball Goblin Gang The Log Electro Wizard
Fireball
Royal Giant The Log Electro Wizard
Skeleton Army
The Log
Royal Giant Fireball
Electro Wizard
Royal Giant Fireball

Defense Synergies 1 11

Fire Spirit
The Log Electro Wizard
Bats
The Log Electro Wizard
Goblin Gang
Skeleton Army The Log Electro Wizard
Royal Giant
Fireball
The Log Electro Wizard
Skeleton Army
Goblin Gang The Log Electro Wizard
The Log
Fireball Fire Spirit Bats Goblin Gang Skeleton Army Electro Wizard
Electro Wizard
Fire Spirit Bats Goblin Gang Fireball Skeleton Army The Log

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.

Fireball The Log Electro Wizard
Skeleton Army Bats Goblin Gang The Log Electro Wizard
Goblin Gang Skeleton Army Fire Spirit Bats Electro Wizard
Skeleton Army Bats Goblin Gang Electro Wizard
Fireball Skeleton Army The Log
Goblin Gang Fireball Skeleton Army The Log Fire Spirit Bats Electro Wizard
Bats Electro Wizard Fire Spirit Goblin Gang Fireball
Fireball The Log Electro Wizard
Goblin Gang Skeleton Army
Goblin Gang Skeleton Army Fire Spirit Electro Wizard
Bats Goblin Gang Skeleton Army Electro Wizard Fireball The Log
Bats Goblin Gang Fireball Electro Wizard
Skeleton Army Fire Spirit Bats Goblin Gang Fireball The Log Electro Wizard
Fire Spirit Fireball Skeleton Army Bats Goblin Gang The Log Electro Wizard
Skeleton Army Goblin Gang Electro Wizard
Skeleton Army Goblin Gang Fireball The Log Electro Wizard
Bats Goblin Gang Fireball Skeleton Army Electro Wizard
Fire Spirit Fireball Bats Goblin Gang Skeleton Army The Log Electro Wizard
The Log Fire Spirit Bats Fireball Electro Wizard
Electro Wizard
Goblin Gang Skeleton Army Fire Spirit Bats Fireball The Log Electro Wizard

Counters to secondary win conditions

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

Goblin Gang Skeleton Army Fireball Electro Wizard
Fireball Electro Wizard Goblin Gang The Log
Goblin Gang Skeleton Army Bats The Log Electro Wizard
Goblin Gang Skeleton Army Bats Fireball The Log Electro Wizard
Goblin Gang Skeleton Army
Fire Spirit Fireball Bats Goblin Gang Electro Wizard
Goblin Gang Skeleton Army Bats Fireball Electro Wizard
Skeleton Army
Electro Wizard Bats Fireball Skeleton Army The Log
Goblin Gang Skeleton Army
Bats
Skeleton Army Fireball The Log Electro Wizard
Skeleton Army Goblin Gang Fireball
Fireball Skeleton Army
Goblin Gang Skeleton Army Electro Wizard Bats Fireball The Log
Bats Fireball The Log Electro 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.)

Fireball The Log
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Fireball Fire Spirit The Log
Fireball Fire Spirit Bats
Fire Spirit The Log
Fireball The Log Fire Spirit
Fireball The Log
Fire Spirit Bats Goblin Gang Fireball Electro Wizard
Fireball The Log Electro Wizard
Fireball Fire Spirit
Fire Spirit Fireball The Log
Fireball
Fireball The Log
Fireball The Log
Fireball The Log
Fireball
Bats
Fire Spirit Fireball The Log Electro Wizard
Fire Spirit Fireball The Log
Fireball The Log
Fireball
The Log
Fireball The Log
The Log Fire Spirit Fireball
Fireball The Log Electro Wizard
Fireball The Log
Fireball The Log
Fire Spirit Bats Fireball Electro Wizard
Electro Wizard Bats Fireball
Fireball
Fireball The Log
Fireball Electro Wizard
Fireball The Log
Electro Wizard Fire Spirit Bats Goblin Gang Fireball Skeleton Army
Fireball Fire Spirit Electro Wizard
The Log Fireball
Fireball Goblin Gang Electro Wizard
The Log Fireball
Fireball
Bats Goblin Gang Fireball The Log Electro Wizard
Bats Fireball Electro Wizard
Fireball The Log Electro Wizard

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: