My Best Clash Royale Deck

Deck Check Rating

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

3 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 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 tank!

Having at least one tank or mini-tank in your deck is useful in many situations, both on offense and defense. 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 Goblin Gang Goblin Hut

Defensive buildings

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

Mortar Goblin Hut

Investments

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

Skeletons Ice Spirit Bats Goblin Hut

Offensive cards

Win conditions

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

Mortar

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.

Goblin Gang Mortar

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 Goblin Gang Mortar

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
Skeletons Bats Goblin Gang
Giant Snowball
Skeletons Fire Spirit Bats Goblin Gang Goblin Hut
Zap
Skeletons Fire Spirit Bats Goblin Gang Mortar Goblin Hut
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Goblin Gang Mortar Goblin Hut
The Log
Skeletons Fire Spirit Ice Spirit Goblin Gang Goblin Hut
Earthquake
Skeletons Goblin Gang Mortar Goblin Hut
Arrows
Skeletons Fire Spirit Ice Spirit Bats Goblin Gang Goblin Hut
Royal Delivery
Skeletons Fire Spirit Ice Spirit Bats Goblin Gang Goblin Hut
Fireball
Goblin Gang Mortar Goblin Hut
Poison
Bats Goblin Gang Mortar Goblin Hut
Lightning
Mortar Goblin Hut
Rocket
Mortar Goblin Hut

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 Zap Mortar

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 Bats

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 Goblin Gang

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.

Skeletons Fire Spirit Ice Spirit Bats Zap Goblin Gang Mortar Goblin Hut

Shortest cycle

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

5 Skeletons Fire Spirit Ice Spirit Bats

Attack Synergies 1 12

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.

Skeletons
Fire Spirit
Zap Mortar
Ice Spirit
Zap Bats Mortar Goblin Hut
Bats
Ice Spirit Zap Mortar
Zap
Ice Spirit Fire Spirit Bats Mortar Goblin Hut
Goblin Gang
Mortar Goblin Hut
Mortar
Fire Spirit Ice Spirit Bats Zap Goblin Gang Goblin Hut
Goblin Hut
Ice Spirit Zap Goblin Gang Mortar

Defense Synergies 2 19

Skeletons
Fire Spirit Ice Spirit Bats Zap Mortar Goblin Hut
Fire Spirit
Skeletons Ice Spirit Zap
Ice Spirit
Zap Goblin Gang Skeletons Fire Spirit Bats Mortar Goblin Hut
Bats
Skeletons Ice Spirit Zap Mortar
Zap
Ice Spirit Skeletons Fire Spirit Bats Goblin Gang Mortar Goblin Hut
Goblin Gang
Ice Spirit Zap Mortar Goblin Hut
Mortar
Skeletons Ice Spirit Bats Zap Goblin Gang Goblin Hut
Goblin Hut
Skeletons Ice Spirit Zap Goblin Gang Mortar

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.

Zap Mortar Goblin Hut
Skeletons Ice Spirit Bats Zap Goblin Gang Mortar Goblin Hut
Goblin Gang Mortar Goblin Hut Skeletons Fire Spirit Bats
Goblin Hut Skeletons Bats Goblin Gang Mortar
Goblin Gang Skeletons Fire Spirit Bats Zap
Bats Fire Spirit Ice Spirit Zap Goblin Gang Mortar Goblin Hut
Zap
Skeletons Goblin Gang Mortar Goblin Hut
Goblin Gang Skeletons Fire Spirit Ice Spirit
Bats Goblin Gang Skeletons Zap Goblin Hut
Bats Zap Goblin Gang Goblin Hut
Mortar Goblin Hut Skeletons Fire Spirit Ice Spirit Bats Zap Goblin Gang
Fire Spirit Ice Spirit Bats Zap Goblin Gang Mortar Goblin Hut
Goblin Gang Mortar Goblin Hut
Ice Spirit Zap Goblin Gang Mortar Goblin Hut
Skeletons Bats Goblin Gang Mortar Goblin Hut
Fire Spirit Ice Spirit Mortar Bats Zap Goblin Gang Goblin Hut
Zap Mortar Fire Spirit Ice Spirit Bats Goblin Hut
Mortar Goblin Hut
Goblin Gang Fire Spirit Bats
Mortar

Counters to secondary win conditions

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

Goblin Gang Skeletons Zap Goblin Hut
Zap Goblin Gang Mortar
Goblin Gang Skeletons Ice Spirit Bats Zap Goblin Hut
Goblin Gang Bats Zap
Skeletons Goblin Gang Goblin Hut
Fire Spirit Skeletons Ice Spirit Bats Zap Goblin Gang Goblin Hut
Goblin Gang Skeletons Bats Goblin Hut
Zap Skeletons Ice Spirit Bats Mortar Goblin Hut
Skeletons Goblin Gang Goblin Hut
Bats Goblin Hut
Zap
Skeletons Goblin Gang
Goblin Gang Goblin Hut Skeletons Ice Spirit Bats Zap Mortar
Bats Zap Goblin Hut
Zap Mortar Goblin Hut

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.)

Mortar
Mortar Zap
Goblin Hut
Fire Spirit Zap Mortar
Fire Spirit Ice Spirit Bats Zap
Fire Spirit Mortar
Fire Spirit Ice Spirit Zap
Zap Mortar
Fire Spirit Bats Goblin Gang
Zap Mortar
Fire Spirit Zap
Fire Spirit Mortar Goblin Hut
Mortar
Zap Mortar Goblin Hut
Zap Mortar Goblin Hut
Mortar Goblin Hut
Mortar
Bats
Fire Spirit Zap Mortar
Fire Spirit Zap Mortar
Zap Mortar
Zap Fire Spirit Ice Spirit Mortar
Mortar Zap
Zap Mortar
Zap Mortar
Fire Spirit Bats Zap
Zap Ice Spirit Bats Goblin Hut
Zap Mortar
Zap Ice Spirit
Zap Fire Spirit Ice Spirit Bats Goblin Gang Goblin Hut
Fire Spirit Zap
Goblin Gang
Zap Mortar
Zap
Zap Ice Spirit Bats Goblin Gang
Bats Zap
Zap Mortar
Mortar

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