My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

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 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!

Similar decks

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 Giant

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.

Bats Bowler Goblin Giant

Offensive cards

Win conditions

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

Goblin Giant

Damage spells

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

Arrows Rage The Log

Punishments

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

Goblin Giant

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 Barbarians Goblin Giant

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
Giant Snowball
Fire Spirit Bats Barbarians
Zap
Fire Spirit Bats Goblin Giant
Barbarian Barrel
Fire Spirit Barbarians
The Log
Fire Spirit Barbarians
Earthquake
Barbarians
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Barbarians Bowler
Fireball
Barbarians Bowler
Poison
Bats Barbarians
Lightning
Bowler
Rocket
Barbarians Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Bowler 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 Arrows Rage Bowler

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 Barbarians

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Rage The Log Arrows Barbarians Bowler Goblin Giant

Shortest cycle

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

7 Fire Spirit Bats Rage The Log

Attack Synergies 0 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
Bowler Goblin Giant
Bats
Rage Bowler Goblin Giant
Arrows
Bowler Goblin Giant
Barbarians
Rage
Bats Goblin Giant
Bowler
Fire Spirit Bats Arrows The Log
Goblin Giant
Fire Spirit Bats Arrows Rage The Log
The Log
Bowler Goblin Giant

Defense Synergies 1 7

Fire Spirit
The Log
Bats
Bowler Goblin Giant The Log
Arrows
Barbarians Bowler
Barbarians
Arrows
Rage
Bowler
The Log Bats Arrows
Goblin Giant
Bats The Log
The Log
Bowler Fire Spirit Bats Goblin Giant

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.

Bowler Goblin Giant The Log
Barbarians Bats The Log
Barbarians Bowler Fire Spirit Bats
Barbarians Bats Bowler
Arrows Barbarians Bowler The Log
Arrows Bowler The Log Fire Spirit Bats
Bats Fire Spirit Arrows
Bowler Arrows Barbarians Goblin Giant The Log
Barbarians
Fire Spirit Barbarians Bowler
Bats Barbarians Arrows Bowler Goblin Giant The Log
Arrows Bats
Barbarians Bowler Fire Spirit Bats The Log
Fire Spirit Bowler Bats Arrows Barbarians The Log
Barbarians
Barbarians Bowler The Log
Barbarians Bats Arrows Bowler
Fire Spirit Arrows Bats Barbarians Bowler The Log
Arrows The Log Fire Spirit Bats Barbarians Bowler
Barbarians
Bowler Fire Spirit Bats Arrows Barbarians Goblin Giant The Log

Counters to secondary win conditions

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

Barbarians Bowler
Arrows Bowler The Log
Barbarians Bats Bowler Goblin Giant The Log
Bowler Bats Barbarians Goblin Giant The Log
Barbarians Bowler Goblin Giant
Fire Spirit Arrows Bats Goblin Giant
Bats Barbarians Bowler Goblin Giant
Barbarians Goblin Giant
Bats Barbarians The Log
Barbarians Goblin Giant
Bats Barbarians Bowler
Arrows Barbarians Bowler Goblin Giant The Log
Barbarians Bowler Goblin Giant
Barbarians Bowler
Barbarians Bats Bowler Goblin Giant The Log
Bats Arrows Bowler Barbarians The Log
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 The Log
Arrows Bowler The Log
Arrows Goblin Giant The Log
Arrows Barbarians The Log
Fire Spirit Arrows Bowler The Log
Arrows Fire Spirit Bats Goblin Giant
Fire Spirit Arrows Bowler The Log
Arrows The Log Fire Spirit Bowler
Arrows The Log
Fire Spirit Bats Bowler
Arrows Bowler The Log
Fire Spirit Arrows
Fire Spirit Bowler The Log
Arrows
Arrows The Log
Arrows Bowler The Log
Arrows Bowler The Log
Arrows
Bats
Fire Spirit Arrows Bowler The Log
Fire Spirit Arrows Bowler The Log
Bowler The Log
Arrows
Bowler The Log
Arrows Barbarians The Log
Arrows The Log Fire Spirit Bowler
Arrows The Log Bowler
Arrows Bowler The Log
Arrows The Log
Fire Spirit Bats Arrows
Bats
Bowler
Arrows The Log
Arrows
Arrows Bowler The Log
Fire Spirit Bats Barbarians
Fire Spirit Arrows
Arrows The Log
Bowler
Arrows The Log Bowler
Arrows
Bats Bowler The Log
Bats
Bowler Goblin Giant The Log
Bowler

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