My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Missing cards in your collection

Goblin Curse

Deck tips

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

Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Baby Dragon

Defensive buildings

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

Barbarian Hut Goblin Drill

Investments

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

Bats Knight Barbarian Hut Baby Dragon

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Earthquake

Pump responses

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

Earthquake Goblin Drill

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 Baby Dragon

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.

Goblin Drill

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 Guards Goblin Drill
Giant Snowball
Fire Spirit Bats Guards Baby Dragon Goblin Drill
Zap
Fire Spirit Bats Guards Goblin Drill
Barbarian Barrel
Fire Spirit Knight Barbarian Hut Guards Goblin Drill
The Log
Fire Spirit Barbarian Hut Guards Goblin Drill
Earthquake
Barbarian Hut Guards Goblin Drill
Arrows
Fire Spirit Bats Guards Goblin Drill
Royal Delivery
Fire Spirit Bats Knight Guards Baby Dragon Goblin Drill
Fireball
Barbarian Hut Baby Dragon Goblin Drill
Poison
Bats Barbarian Hut Guards Goblin Drill
Lightning
Knight Barbarian Hut Baby Dragon
Rocket
Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake Baby Dragon

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 Knight Guards Baby Dragon Goblin Drill

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 Bats Knight Earthquake Guards Baby Dragon Goblin Drill Barbarian Hut

Shortest cycle

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

9 Fire Spirit Bats Knight Earthquake

Attack Synergies 4 10

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
Goblin Drill Knight Barbarian Hut Baby Dragon
Bats
Knight Barbarian Hut Baby Dragon Goblin Drill
Knight
Bats Baby Dragon Fire Spirit Earthquake Barbarian Hut Goblin Drill
Earthquake
Knight Barbarian Hut
Barbarian Hut
Bats Fire Spirit Knight Earthquake Baby Dragon
Guards
Baby Dragon
Knight Fire Spirit Bats Barbarian Hut
Goblin Drill
Fire Spirit Bats Knight

Defense Synergies 3 11

Fire Spirit
Knight Goblin Drill
Bats
Knight Barbarian Hut Earthquake Baby Dragon Goblin Drill
Knight
Fire Spirit Bats Earthquake Barbarian Hut Baby Dragon
Earthquake
Bats Knight Barbarian Hut
Barbarian Hut
Bats Knight Earthquake Baby Dragon
Guards
Baby Dragon Goblin Drill
Baby Dragon
Bats Knight Barbarian Hut Guards
Goblin Drill
Fire Spirit Bats Guards

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.

Earthquake Barbarian Hut Knight Baby Dragon
Barbarian Hut Bats Knight Goblin Drill
Barbarian Hut Fire Spirit Bats Knight Goblin Drill
Barbarian Hut Bats Knight Guards Goblin Drill
Earthquake
Fire Spirit Bats Earthquake Guards Baby Dragon
Bats Fire Spirit Barbarian Hut Baby Dragon
Earthquake Barbarian Hut Baby Dragon
Barbarian Hut Goblin Drill
Knight Guards Fire Spirit
Bats Guards Knight Earthquake Baby Dragon Goblin Drill
Bats Barbarian Hut Baby Dragon
Barbarian Hut Goblin Drill Fire Spirit Bats Knight Earthquake Guards
Fire Spirit Barbarian Hut Bats Earthquake Guards Baby Dragon Goblin Drill
Barbarian Hut Knight Goblin Drill
Barbarian Hut Goblin Drill
Barbarian Hut Bats Knight Goblin Drill
Fire Spirit Bats Knight Barbarian Hut Guards Baby Dragon Goblin Drill
Earthquake Baby Dragon Goblin Drill Fire Spirit Bats Knight Barbarian Hut Guards
Barbarian Hut Goblin Drill
Fire Spirit Bats Knight Earthquake Guards Baby Dragon

Counters to secondary win conditions

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

Knight Barbarian Hut Guards
Knight Baby Dragon
Guards Bats Knight Barbarian Hut
Guards Bats Knight Barbarian Hut
Barbarian Hut Knight Guards Goblin Drill
Fire Spirit Bats Baby Dragon
Guards Bats Knight Barbarian Hut
Knight Barbarian Hut
Bats Knight Barbarian Hut Baby Dragon
Barbarian Hut Guards Goblin Drill
Bats Knight Guards
Guards
Knight Barbarian Hut Guards
Barbarian Hut Baby Dragon
Guards Bats Knight Barbarian Hut Baby Dragon Goblin Drill
Bats Earthquake Barbarian Hut Baby 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.)

Earthquake Knight Barbarian Hut Guards Baby Dragon Goblin Drill
Baby Dragon
Earthquake Barbarian Hut Baby Dragon Goblin Drill
Earthquake Knight Barbarian Hut Guards
Fire Spirit Earthquake Baby Dragon
Fire Spirit Bats Baby Dragon
Fire Spirit Earthquake Baby Dragon
Earthquake Fire Spirit Barbarian Hut Baby Dragon
Fire Spirit Bats Guards
Knight Earthquake
Fire Spirit Baby Dragon
Earthquake Fire Spirit Knight Barbarian Hut Baby Dragon
Earthquake Baby Dragon
Earthquake Barbarian Hut Baby Dragon
Earthquake Barbarian Hut Baby Dragon Goblin Drill
Earthquake Barbarian Hut Baby Dragon
Earthquake
Bats
Fire Spirit Earthquake Baby Dragon
Fire Spirit Earthquake Baby Dragon
Earthquake Baby Dragon
Earthquake Barbarian Hut Baby Dragon Goblin Drill
Earthquake Fire Spirit Baby Dragon
Earthquake Baby Dragon
Baby Dragon
Baby Dragon
Fire Spirit Bats Baby Dragon
Bats Guards
Earthquake
Earthquake
Earthquake Fire Spirit Bats Barbarian Hut Guards
Fire Spirit Baby Dragon
Knight Baby Dragon
Earthquake Baby Dragon
Bats Guards Baby Dragon
Bats
Baby Dragon

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