My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Electro Dragon Inferno Dragon

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.

Ice Spirit Bats Knight Electro Dragon Royal Ghost Inferno Dragon

Offensive cards

Win conditions

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

Missing

Damage spells

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

Arrows

Punishments

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

Royal Ghost

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.

Ice Spirit Goblins Knight Royal Ghost

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 Dragon Royal Ghost

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 Inferno Dragon
Giant Snowball
Goblins Bats Electro Dragon Inferno Dragon
Zap
Goblins Bats Inferno Dragon
Barbarian Barrel
Ice Spirit Goblins Knight Royal Ghost
The Log
Ice Spirit Goblins
Earthquake
Arrows
Ice Spirit Goblins Bats
Royal Delivery
Ice Spirit Goblins Bats Knight Electro Dragon Royal Ghost Inferno Dragon
Fireball
Electro Dragon Inferno Dragon
Poison
Bats Electro Dragon
Lightning
Knight Electro Dragon Inferno Dragon
Rocket
Electro Dragon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Electro Dragon Royal Ghost

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.

Ice Spirit Bats Arrows Knight Royal Ghost Inferno Dragon

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.

Ice Spirit Goblins

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.

Ice Spirit Goblins Bats Arrows Knight Royal Ghost Inferno Dragon Electro Dragon

Shortest cycle

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

8 Ice Spirit Goblins Bats Arrows

Attack Synergies 2 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.

Ice Spirit
Knight Goblins Bats Royal Ghost Inferno Dragon
Goblins
Ice Spirit
Bats
Knight Ice Spirit Inferno Dragon
Arrows
Knight
Knight
Ice Spirit Bats Arrows Electro Dragon
Electro Dragon
Knight Inferno Dragon
Royal Ghost
Ice Spirit
Inferno Dragon
Ice Spirit Bats Electro Dragon

Defense Synergies 2 11

Ice Spirit
Goblins Bats Knight Electro Dragon Royal Ghost Inferno Dragon
Goblins
Ice Spirit Knight Electro Dragon
Bats
Knight Ice Spirit Inferno Dragon
Arrows
Knight
Knight
Bats Electro Dragon Ice Spirit Goblins Arrows
Electro Dragon
Knight Ice Spirit Goblins Inferno Dragon
Royal Ghost
Ice Spirit
Inferno Dragon
Ice Spirit Bats Electro Dragon

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 Electro Dragon
Inferno Dragon Ice Spirit Goblins Bats Knight Electro Dragon
Goblins Bats Knight Electro Dragon Inferno Dragon
Inferno Dragon Goblins Bats Knight Electro Dragon
Arrows
Arrows Goblins Bats Electro Dragon Royal Ghost
Bats Inferno Dragon Ice Spirit Arrows Electro Dragon
Arrows Electro Dragon
Inferno Dragon Goblins
Knight Ice Spirit Goblins Royal Ghost
Goblins Bats Arrows Knight Electro Dragon Royal Ghost
Arrows Inferno Dragon Bats Electro Dragon
Ice Spirit Bats Knight Electro Dragon
Ice Spirit Goblins Bats Arrows Electro Dragon Royal Ghost
Inferno Dragon Knight
Ice Spirit Inferno Dragon
Goblins Bats Arrows Knight Electro Dragon
Ice Spirit Arrows Goblins Bats Knight Electro Dragon Royal Ghost
Arrows Ice Spirit Bats Knight Electro Dragon Royal Ghost Inferno Dragon
Inferno Dragon
Royal Ghost Goblins Bats Arrows Knight Electro Dragon
Inferno Dragon

Counters to secondary win conditions

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

Knight Goblins Royal Ghost
Arrows Knight Electro Dragon Royal Ghost Inferno Dragon
Ice Spirit Goblins Bats Knight Electro Dragon
Bats Knight
Knight Inferno Dragon
Arrows Ice Spirit Bats Electro Dragon
Goblins Bats Knight
Knight Inferno Dragon
Electro Dragon Ice Spirit Goblins Bats Knight Inferno Dragon
Inferno Dragon
Inferno Dragon Bats Knight Electro Dragon
Arrows
Knight
Electro Dragon
Electro Dragon Ice Spirit Goblins Bats Knight Inferno Dragon
Bats Arrows Electro Dragon Royal Ghost Inferno Dragon
Arrows

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.)

Arrows Knight Electro Dragon Royal Ghost
Arrows Electro Dragon Royal Ghost
Arrows Electro Dragon
Arrows Knight
Arrows
Arrows Ice Spirit Bats Electro Dragon
Arrows
Arrows Ice Spirit Electro Dragon
Arrows Electro Dragon
Goblins Bats Electro Dragon
Arrows Knight Electro Dragon
Arrows Electro Dragon
Knight
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Bats
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Ice Spirit Electro Dragon
Inferno Dragon
Arrows Electro Dragon Royal Ghost
Arrows Electro Dragon
Arrows
Bats Arrows Electro Dragon
Electro Dragon Ice Spirit Bats
Arrows Electro Dragon
Ice Spirit Arrows Electro Dragon
Arrows
Ice Spirit Bats Electro Dragon
Arrows Electro Dragon
Arrows
Knight Electro Dragon
Arrows Electro Dragon
Arrows
Electro Dragon
Electro Dragon Ice Spirit Bats
Bats Electro Dragon
Electro Dragon Royal Ghost
Inferno Dragon
Electro Dragon

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