My Best Clash Royale Deck

Deck Check Rating

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

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower 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 spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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 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.

Bats Firecracker Ice Golem

Defensive buildings

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

Cannon 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 Firecracker Ice Golem

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.

Missing

Pump responses

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

Goblin Drill

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblins Knight Ice Golem

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.

Firecracker 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
Goblins Bats Cannon Guards Goblin Drill
Zap
Goblins Bats Cannon Firecracker Guards Goblin Drill
Barbarian Barrel
Goblins Knight Cannon Firecracker Guards Goblin Drill
The Log
Goblins Cannon Firecracker Guards Goblin Drill
Earthquake
Cannon Firecracker Guards Goblin Drill
Arrows
Goblins Bats Firecracker Guards Goblin Drill
Royal Delivery
Goblins Bats Knight Firecracker Guards Goblin Drill
Fireball
Cannon Firecracker Goblin Drill
Poison
Bats Cannon Firecracker Guards Goblin Drill
Lightning
Knight Cannon Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Ice Golem

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.

Bats Knight Ice Golem Guards 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.

Goblins Ice Golem

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.

Goblins Bats Ice Golem Knight Cannon Firecracker Guards Goblin Drill

Shortest cycle

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

9 Goblins Bats Ice Golem Knight

Attack Synergies 3 8

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.

Goblins
Ice Golem Goblin Drill
Bats
Knight Ice Golem Firecracker Goblin Drill
Knight
Bats Firecracker Goblin Drill
Cannon
Firecracker
Knight Bats Ice Golem Goblin Drill
Ice Golem
Bats Goblins Firecracker Goblin Drill
Guards
Goblin Drill
Goblins Bats Knight Firecracker Ice Golem

Defense Synergies 5 13

Goblins
Knight Cannon Firecracker Ice Golem
Bats
Knight Cannon Firecracker Ice Golem Goblin Drill
Knight
Bats Cannon Firecracker Goblins
Cannon
Knight Ice Golem Goblins Bats Firecracker Guards
Firecracker
Knight Ice Golem Goblins Bats Cannon Guards
Ice Golem
Cannon Firecracker Goblins Bats Guards
Guards
Cannon Firecracker Ice Golem Goblin Drill
Goblin Drill
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.

Knight Cannon Firecracker Ice Golem
Goblins Bats Knight Cannon Firecracker Goblin Drill
Cannon Goblins Bats Knight Goblin Drill
Cannon Goblins Bats Knight Firecracker Guards Goblin Drill
Firecracker
Goblins Bats Cannon Firecracker Guards
Bats Cannon Firecracker
Cannon Ice Golem
Cannon Goblins Goblin Drill
Knight Guards Goblins Cannon Firecracker Ice Golem
Goblins Bats Guards Knight Cannon Firecracker Ice Golem Goblin Drill
Bats Firecracker
Cannon Goblin Drill Bats Knight Guards
Goblins Bats Cannon Firecracker Guards Goblin Drill
Knight Cannon Goblin Drill
Cannon Goblin Drill
Goblins Bats Knight Cannon Firecracker Goblin Drill
Cannon Goblins Bats Knight Firecracker Guards Goblin Drill
Goblin Drill Bats Knight Cannon Firecracker Ice Golem Guards
Cannon Goblin Drill
Goblins Bats Knight Cannon Firecracker Guards
Cannon

Counters to secondary win conditions

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

Knight Guards Goblins Ice Golem
Knight Firecracker Ice Golem
Guards Goblins Bats Knight Ice Golem
Guards Bats Knight Ice Golem
Knight Cannon Guards Goblin Drill
Firecracker Bats Ice Golem
Guards Goblins Bats Knight Ice Golem
Knight
Goblins Bats Knight Firecracker Ice Golem
Cannon Guards Goblin Drill
Bats Knight Guards
Guards
Knight Cannon Ice Golem Guards
Cannon Firecracker
Guards Goblins Bats Knight Firecracker Ice Golem Goblin Drill
Bats Cannon Firecracker Ice Golem
Cannon

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 Firecracker Ice Golem Guards Goblin Drill
Firecracker
Goblin Drill
Knight Firecracker Ice Golem Guards
Firecracker
Firecracker Bats Ice Golem
Firecracker
Firecracker Ice Golem
Firecracker
Goblins Bats Guards
Firecracker Knight
Firecracker
Knight Firecracker Ice Golem
Firecracker
Firecracker Ice Golem
Firecracker Goblin Drill
Firecracker
Bats
Firecracker
Firecracker
Goblin Drill
Firecracker Ice Golem
Firecracker
Firecracker
Bats Firecracker Ice Golem
Bats Firecracker Guards
Firecracker
Firecracker
Bats Guards
Firecracker
Knight Firecracker
Firecracker Ice Golem
Firecracker
Bats Firecracker Guards
Firecracker Bats
Firecracker
Firecracker

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