My Best Clash Royale Deck

Deck Check Rating

Attack
RIP
Defense
Great!
Synergy
RIP
Versatility
Mediocre
F2P score
Great!

1 problems 3 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!
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 Goblin Gang Ice Golem

Defensive buildings

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

Cannon

Investments

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

Skeletons Bats Ice Golem Suspicious Bush

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.

The Log

Punishments

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

Goblin Gang

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 Goblin Gang Ice Golem

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 Cannon Goblin Gang
Zap
Skeletons Fire Spirit Bats Cannon Goblin Gang
Barbarian Barrel
Skeletons Fire Spirit Cannon Goblin Gang
The Log
Skeletons Fire Spirit Cannon Goblin Gang Suspicious Bush
Earthquake
Skeletons Cannon Goblin Gang
Arrows
Skeletons Fire Spirit Bats Goblin Gang Suspicious Bush
Royal Delivery
Skeletons Fire Spirit Bats Goblin Gang
Fireball
Cannon Goblin Gang Suspicious Bush
Poison
Bats Cannon Goblin Gang Suspicious Bush
Lightning
Cannon Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Golem The Log

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 Ice Golem Suspicious Bush

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 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Bats Ice Golem Suspicious Bush The Log Cannon Goblin Gang

Shortest cycle

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

6 Skeletons Fire Spirit Bats Ice Golem

Attack Synergies 2 1

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
Ice Golem
Bats
Ice Golem
Cannon
Goblin Gang
Ice Golem
Ice Golem
Bats Goblin Gang Fire Spirit
Suspicious Bush
The Log

Defense Synergies 3 13

Skeletons
Cannon Fire Spirit Bats Ice Golem The Log
Fire Spirit
Skeletons Ice Golem The Log
Bats
Skeletons Cannon Ice Golem The Log
Cannon
Skeletons Ice Golem The Log Bats Goblin Gang
Goblin Gang
Cannon Ice Golem The Log
Ice Golem
Cannon Skeletons Fire Spirit Bats Goblin Gang The Log
Suspicious Bush
The Log
Cannon Skeletons Fire Spirit Bats Goblin Gang Ice Golem

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.

Cannon Ice Golem The Log
Skeletons Bats Cannon Goblin Gang The Log
Cannon Goblin Gang Skeletons Fire Spirit Bats
Cannon Skeletons Bats Goblin Gang
The Log
Goblin Gang The Log Skeletons Fire Spirit Bats Cannon
Bats Fire Spirit Cannon Goblin Gang
Cannon Ice Golem The Log
Cannon Skeletons Goblin Gang
Goblin Gang Skeletons Fire Spirit Cannon Ice Golem
Bats Goblin Gang Skeletons Cannon Ice Golem The Log
Bats Goblin Gang
Cannon Skeletons Fire Spirit Bats Goblin Gang The Log
Fire Spirit Bats Cannon Goblin Gang The Log
Cannon Goblin Gang
Cannon Goblin Gang The Log
Skeletons Bats Cannon Goblin Gang
Fire Spirit Cannon Bats Goblin Gang The Log
The Log Fire Spirit Bats Cannon Ice Golem
Cannon
Goblin Gang Fire Spirit Bats Cannon The Log
Cannon

Counters to secondary win conditions

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

Goblin Gang Skeletons Ice Golem
Goblin Gang Ice Golem The Log
Goblin Gang Skeletons Bats Ice Golem The Log
Goblin Gang Bats Ice Golem The Log
Skeletons Cannon Goblin Gang
Fire Spirit Skeletons Bats Goblin Gang Ice Golem
Goblin Gang Skeletons Bats Ice Golem
Skeletons Bats Ice Golem The Log
Skeletons Cannon Goblin Gang
Bats
The Log
Skeletons Cannon Goblin Gang Ice Golem
Cannon
Goblin Gang Skeletons Bats Ice Golem The Log
Bats Cannon Ice Golem The Log
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.)

Ice Golem The Log
The Log
The Log
Ice Golem The Log
Fire Spirit The Log
Fire Spirit Bats Ice Golem
Fire Spirit The Log
The Log Fire Spirit Ice Golem
The Log
Fire Spirit Bats Goblin Gang
The Log
Fire Spirit
Fire Spirit Ice Golem The Log
Ice Golem The Log
The Log
The Log
Bats
Fire Spirit The Log
Fire Spirit The Log
The Log
The Log
The Log
Ice Golem The Log Fire Spirit
The Log
The Log
The Log
Fire Spirit Bats Ice Golem
Bats
The Log
The Log
Fire Spirit Bats Goblin Gang
Fire Spirit
The Log
Goblin Gang
The Log Ice Golem
Bats Goblin Gang The Log
Bats
The Log

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