My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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.

Fire Spirit Spear Goblins Bats Minions Goblin Gang

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.

Spear Goblins Bats Rune Giant Electro Giant

Offensive cards

Win conditions

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

Rune Giant Electro Giant

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 Electro 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 Spear Goblins Goblin Gang Rune Giant Electro 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
Spear Goblins Bats Minions Goblin Gang
Giant Snowball
Fire Spirit Spear Goblins Bats Minions Goblin Gang
Zap
Fire Spirit Spear Goblins Bats Minions Goblin Gang
Barbarian Barrel
Fire Spirit Spear Goblins Goblin Gang
The Log
Fire Spirit Spear Goblins Goblin Gang
Earthquake
Spear Goblins Goblin Gang
Arrows
Fire Spirit Spear Goblins Bats Minions Goblin Gang
Royal Delivery
Fire Spirit Spear Goblins Bats Minions Goblin Gang
Fireball
Minions Goblin Gang
Poison
Spear Goblins Bats Minions Goblin Gang
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Electro Giant

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 Spear Goblins Bats Rune Giant Electro Giant

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 Minions 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.

Fire Spirit Spear Goblins Bats Zap Minions Goblin Gang Rune Giant Electro Giant

Shortest cycle

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

7 Fire Spirit Spear Goblins Bats Zap

Attack Synergies 0 9

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
Zap
Spear Goblins
Zap Goblin Gang Rune Giant
Bats
Zap Minions Rune Giant
Zap
Fire Spirit Spear Goblins Bats Minions
Minions
Bats Zap Rune Giant
Goblin Gang
Spear Goblins
Rune Giant
Spear Goblins Bats Minions
Electro Giant

Defense Synergies 0 10

Fire Spirit
Spear Goblins Zap
Spear Goblins
Fire Spirit Bats Zap Minions Goblin Gang
Bats
Spear Goblins Zap Minions
Zap
Fire Spirit Spear Goblins Bats Minions Goblin Gang
Minions
Spear Goblins Bats Zap
Goblin Gang
Spear Goblins Zap
Rune Giant
Electro 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.

Spear Goblins Zap Minions
Bats Zap Minions Goblin Gang
Goblin Gang Fire Spirit Bats Minions
Bats Minions Goblin Gang
Goblin Gang Fire Spirit Spear Goblins Bats Zap Minions
Bats Minions Fire Spirit Spear Goblins Zap Goblin Gang
Zap Electro Giant
Minions Goblin Gang
Goblin Gang Fire Spirit Spear Goblins
Bats Minions Goblin Gang Spear Goblins Zap Electro Giant
Minions Spear Goblins Bats Zap Goblin Gang
Fire Spirit Bats Zap Minions Goblin Gang
Fire Spirit Bats Zap Minions Goblin Gang
Goblin Gang
Zap Goblin Gang Electro Giant
Bats Minions Goblin Gang
Fire Spirit Spear Goblins Bats Zap Minions Goblin Gang
Zap Fire Spirit Spear Goblins Bats Minions
Goblin Gang Fire Spirit Spear Goblins Bats Minions Electro Giant

Counters to secondary win conditions

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

Goblin Gang Spear Goblins Zap Electro Giant
Zap Goblin Gang
Goblin Gang Spear Goblins Bats Zap Minions
Goblin Gang Bats Zap
Goblin Gang
Fire Spirit Electro Giant Bats Zap Minions Goblin Gang
Goblin Gang Spear Goblins Bats Minions
Zap Spear Goblins Bats Minions
Goblin Gang
Bats Minions
Zap Electro Giant
Goblin Gang
Electro Giant
Goblin Gang Electro Giant Spear Goblins Bats Zap Minions
Bats Minions Zap Electro Giant
Zap

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.)

Zap
Fire Spirit Zap
Electro Giant Fire Spirit Spear Goblins Bats Zap Minions
Fire Spirit
Fire Spirit Zap
Zap
Fire Spirit Bats Minions Goblin Gang
Zap
Fire Spirit Zap
Fire Spirit
Minions
Zap
Spear Goblins Zap
Bats Minions
Fire Spirit Zap
Fire Spirit Zap Electro Giant
Minions
Zap
Zap Electro Giant Fire Spirit
Zap
Zap
Zap
Fire Spirit Bats Zap Electro Giant
Zap Bats Minions Electro Giant
Zap
Zap
Zap Fire Spirit Spear Goblins Bats Minions Goblin Gang
Fire Spirit Zap
Goblin Gang
Zap
Zap Electro Giant
Zap Electro Giant Bats Minions Goblin Gang
Bats Zap
Zap Electro Giant

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