My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Missing cards in your collection

Wall Breakers

Deck tips

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

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 Goblin Gang Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Barbarian Hut

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Battle Ram Wizard Barbarian Hut Sparky

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.

Tornado

Punishments

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

Goblin Gang Battle Ram

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 Knight Goblin Gang Battle Ram

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
Goblin Gang Battle Ram Sparky
Giant Snowball
Fire Spirit Goblin Gang Battle Ram
Zap
Fire Spirit Goblin Gang Battle Ram Sparky
Barbarian Barrel
Fire Spirit Knight Goblin Gang Battle Ram Wizard Barbarian Hut Sparky
The Log
Fire Spirit Goblin Gang Battle Ram Barbarian Hut Sparky
Earthquake
Goblin Gang Barbarian Hut
Arrows
Fire Spirit Goblin Gang
Royal Delivery
Fire Spirit Knight Goblin Gang Battle Ram Wizard Sparky
Fireball
Goblin Gang Battle Ram Wizard Barbarian Hut Sparky
Poison
Goblin Gang Wizard Barbarian Hut Sparky
Lightning
Knight Battle Ram Wizard Barbarian Hut Sparky
Rocket
Wizard Barbarian Hut Sparky

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard Tornado

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Wizard Tornado Sparky

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 Knight Battle Ram Tornado Sparky

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Knight Goblin Gang Tornado Battle Ram Wizard Barbarian Hut Sparky

Shortest cycle

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

10 Fire Spirit Knight Goblin Gang Tornado

Attack Synergies 4 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
Knight Battle Ram Barbarian Hut Sparky
Knight
Goblin Gang Battle Ram Fire Spirit Wizard Barbarian Hut Sparky
Goblin Gang
Knight Battle Ram Barbarian Hut Sparky
Battle Ram
Knight Fire Spirit Goblin Gang Barbarian Hut Tornado
Wizard
Tornado Knight Sparky
Barbarian Hut
Fire Spirit Knight Goblin Gang Battle Ram
Tornado
Wizard Sparky Battle Ram
Sparky
Tornado Fire Spirit Knight Goblin Gang Wizard

Defense Synergies 4 9

Fire Spirit
Knight Tornado Sparky
Knight
Fire Spirit Goblin Gang Wizard Barbarian Hut Tornado Sparky
Goblin Gang
Knight Barbarian Hut Sparky
Battle Ram
Wizard
Tornado Knight
Barbarian Hut
Knight Goblin Gang
Tornado
Wizard Sparky Fire Spirit Knight Sparky
Sparky
Tornado Fire Spirit Knight Goblin Gang Tornado

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.

Barbarian Hut Knight Wizard Sparky
Barbarian Hut Sparky Knight Goblin Gang
Goblin Gang Barbarian Hut Tornado Sparky Fire Spirit Knight
Barbarian Hut Sparky Knight Goblin Gang
Tornado Sparky
Goblin Gang Tornado Fire Spirit
Tornado Fire Spirit Goblin Gang Wizard Barbarian Hut
Barbarian Hut Sparky
Barbarian Hut Sparky Goblin Gang Tornado
Knight Goblin Gang Tornado Fire Spirit Sparky
Goblin Gang Knight Wizard Tornado
Goblin Gang Wizard Barbarian Hut Tornado
Barbarian Hut Sparky Fire Spirit Knight Goblin Gang Wizard
Fire Spirit Wizard Barbarian Hut Sparky Goblin Gang Tornado
Barbarian Hut Sparky Knight Goblin Gang
Barbarian Hut Tornado Goblin Gang Sparky
Wizard Barbarian Hut Sparky Knight Goblin Gang Tornado
Fire Spirit Knight Goblin Gang Wizard Barbarian Hut Tornado
Wizard Tornado Fire Spirit Knight Barbarian Hut
Barbarian Hut Sparky Tornado
Goblin Gang Wizard Fire Spirit Knight Sparky

Counters to secondary win conditions

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

Knight Goblin Gang Barbarian Hut Sparky
Knight Goblin Gang Wizard
Goblin Gang Knight Barbarian Hut Sparky
Goblin Gang Knight Barbarian Hut Tornado Sparky
Barbarian Hut Knight Goblin Gang Sparky
Fire Spirit Wizard Goblin Gang Tornado
Goblin Gang Sparky Knight Barbarian Hut
Knight Barbarian Hut Sparky
Knight Barbarian Hut Tornado Sparky
Goblin Gang Barbarian Hut Sparky
Knight Sparky
Tornado
Knight Goblin Gang Wizard Barbarian Hut Sparky
Wizard Barbarian Hut Sparky
Goblin Gang Sparky Knight Barbarian Hut Tornado
Wizard Barbarian Hut Sparky

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.)

Knight Barbarian Hut Sparky
Tornado
Barbarian Hut Sparky
Knight Barbarian Hut Sparky
Wizard Fire Spirit Sparky
Wizard Fire Spirit Tornado
Fire Spirit Wizard Tornado Sparky
Fire Spirit Wizard Barbarian Hut Tornado
Wizard Tornado
Fire Spirit Goblin Gang Tornado Sparky
Knight Wizard Tornado Sparky
Fire Spirit Wizard Tornado
Fire Spirit Knight Barbarian Hut Sparky
Barbarian Hut Sparky
Wizard Barbarian Hut Sparky
Wizard Barbarian Hut Sparky
Tornado Sparky
Sparky
Fire Spirit Wizard Sparky
Fire Spirit Wizard Tornado
Sparky
Wizard Tornado
Tornado Sparky
Barbarian Hut
Tornado Fire Spirit Wizard Sparky
Wizard Tornado Sparky
Wizard Tornado Sparky
Tornado Sparky
Fire Spirit Wizard Tornado Sparky
Wizard
Sparky
Wizard Sparky
Sparky
Sparky
Wizard Sparky
Fire Spirit Goblin Gang Barbarian Hut
Fire Spirit Wizard Tornado
Knight Goblin Gang Wizard Sparky
Wizard
Tornado Sparky
Sparky
Goblin Gang Tornado Sparky
Tornado
Tornado Sparky

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