My Best Clash Royale Deck

Deck Check Rating

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

1 problems Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

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 Goblin Hut

Defensive buildings

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

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 Giant Goblin Hut

Offensive cards

Win conditions

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

Giant

Damage spells

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

Zap Arrows Fireball

Punishments

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

Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows Fireball

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Fireball

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 Arrows

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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 Fireball

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 Zap Arrows Fireball Barbarians Giant Goblin Hut

Shortest cycle

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

7 Skeletons Fire Spirit Zap Arrows

Attack Synergies 5 5

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 Giant
Zap
Arrows Fireball Giant Fire Spirit Goblin Hut
Arrows
Zap Fireball Giant
Barbarians
Fireball
Zap Arrows Giant
Giant
Zap Arrows Fire Spirit Fireball Goblin Hut
Goblin Hut
Zap Giant

Defense Synergies 1 11

Skeletons
Fire Spirit Zap Goblin Hut
Fire Spirit
Skeletons Zap
Zap
Fireball Skeletons Fire Spirit Arrows Barbarians Goblin Hut
Arrows
Zap Barbarians Fireball Goblin Hut
Barbarians
Zap Arrows
Fireball
Zap Arrows Goblin Hut
Giant
Goblin Hut
Skeletons Zap Arrows Fireball

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 Fireball Goblin Hut
Barbarians Skeletons Zap Goblin Hut
Barbarians Goblin Hut Skeletons Fire Spirit
Barbarians Goblin Hut Skeletons
Arrows Barbarians Fireball
Arrows Fireball Skeletons Fire Spirit Zap
Fire Spirit Zap Arrows Fireball Goblin Hut
Zap Arrows Barbarians Fireball
Barbarians Skeletons Goblin Hut
Skeletons Fire Spirit Barbarians
Barbarians Skeletons Zap Arrows Fireball Goblin Hut
Arrows Zap Fireball Goblin Hut
Barbarians Goblin Hut Skeletons Fire Spirit Zap Fireball
Fire Spirit Fireball Zap Arrows Barbarians Goblin Hut
Barbarians Goblin Hut
Barbarians Zap Fireball Goblin Hut
Barbarians Skeletons Arrows Fireball Goblin Hut
Fire Spirit Arrows Fireball Zap Barbarians Goblin Hut
Zap Arrows Fire Spirit Barbarians Fireball Goblin Hut
Barbarians Goblin Hut
Fire Spirit Arrows Barbarians Fireball

Counters to secondary win conditions

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

Barbarians Skeletons Zap Fireball Goblin Hut
Fireball Zap Arrows
Barbarians Skeletons Zap Goblin Hut
Zap Barbarians Fireball
Barbarians Skeletons Goblin Hut
Fire Spirit Arrows Fireball Skeletons Zap Goblin Hut
Skeletons Barbarians Fireball Goblin Hut
Barbarians
Zap Skeletons Barbarians Fireball Goblin Hut
Skeletons Barbarians Goblin Hut
Barbarians Goblin Hut
Zap Arrows Barbarians Fireball
Barbarians Skeletons Fireball
Barbarians Fireball
Barbarians Goblin Hut Skeletons Zap Fireball
Arrows Zap Barbarians Fireball Goblin Hut
Zap Arrows Fireball 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.)

Fireball Arrows
Arrows Fireball Zap
Arrows Fireball Goblin Hut
Arrows Barbarians Fireball
Fireball Fire Spirit Zap Arrows
Arrows Fireball Fire Spirit Zap
Fire Spirit Arrows
Arrows Fireball Fire Spirit Zap
Arrows Fireball Zap
Fire Spirit Fireball
Zap Arrows Fireball
Fireball Fire Spirit Zap Arrows
Fire Spirit Fireball Goblin Hut
Arrows Fireball
Zap Arrows Fireball Goblin Hut
Zap Arrows Fireball Goblin Hut
Arrows Fireball Goblin Hut
Arrows Fireball
Fire Spirit Zap Arrows Fireball
Fire Spirit Zap Arrows Fireball
Fireball
Arrows Fireball
Zap Arrows Barbarians Fireball
Zap Arrows Fire Spirit Fireball
Arrows Fireball Zap
Fireball Zap Arrows
Fireball Zap Arrows
Fire Spirit Zap Arrows Fireball
Zap Fireball Goblin Hut
Fireball
Zap Arrows Fireball
Zap Arrows Fireball
Arrows Fireball
Zap Fire Spirit Barbarians Fireball Goblin Hut
Fireball Fire Spirit Zap Arrows
Arrows Fireball
Fireball
Arrows Zap Fireball
Zap Arrows Fireball
Zap Fireball
Zap Fireball
Zap Fireball
Fireball

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