My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Mediocre
Versatility
Good
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 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!
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 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.

Spear Goblins Knight 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.

Arrows

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.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Fire Spirit Spear Goblins Knight Barbarians Giant

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 Spirit

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Arrows

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.

Electro Spirit Fire Spirit Spear Goblins Arrows Knight

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Spear Goblins Arrows Knight Barbarians Giant Goblin Hut

Shortest cycle

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

7 Electro Spirit Fire Spirit Spear Goblins 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.

Electro Spirit
Giant
Fire Spirit
Knight Giant
Spear Goblins
Knight Giant Goblin Hut
Arrows
Giant Knight
Knight
Spear Goblins Fire Spirit Arrows Goblin Hut
Barbarians
Giant
Arrows Electro Spirit Fire Spirit Spear Goblins Goblin Hut
Goblin Hut
Spear Goblins Knight Giant

Defense Synergies 2 8

Electro Spirit
Fire Spirit
Knight Spear Goblins
Spear Goblins
Knight Fire Spirit Arrows Barbarians Goblin Hut
Arrows
Spear Goblins Knight Barbarians Goblin Hut
Knight
Fire Spirit Spear Goblins Arrows Goblin Hut
Barbarians
Spear Goblins Arrows
Giant
Goblin Hut
Spear Goblins Arrows Knight

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 Knight Goblin Hut
Barbarians Knight Goblin Hut
Barbarians Goblin Hut Fire Spirit Knight
Barbarians Goblin Hut Knight
Arrows Barbarians
Arrows Electro Spirit Fire Spirit Spear Goblins
Electro Spirit Fire Spirit Spear Goblins Arrows Goblin Hut
Electro Spirit Arrows Barbarians
Barbarians Goblin Hut
Knight Fire Spirit Spear Goblins Barbarians
Barbarians Electro Spirit Spear Goblins Arrows Knight Goblin Hut
Arrows Spear Goblins Goblin Hut
Barbarians Goblin Hut Fire Spirit Knight
Fire Spirit Electro Spirit Arrows Barbarians Goblin Hut
Barbarians Knight Goblin Hut
Barbarians Goblin Hut
Barbarians Arrows Knight Goblin Hut
Fire Spirit Arrows Electro Spirit Spear Goblins Knight Barbarians Goblin Hut
Arrows Electro Spirit Fire Spirit Spear Goblins Knight Barbarians Goblin Hut
Barbarians Goblin Hut
Electro Spirit Fire Spirit Spear Goblins Arrows Knight Barbarians

Counters to secondary win conditions

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

Knight Barbarians Spear Goblins Goblin Hut
Arrows Knight
Barbarians Spear Goblins Knight Goblin Hut
Knight Barbarians
Barbarians Knight Goblin Hut
Fire Spirit Arrows Electro Spirit Goblin Hut
Spear Goblins Knight Barbarians Goblin Hut
Knight Barbarians
Electro Spirit Spear Goblins Knight Barbarians Goblin Hut
Barbarians Goblin Hut
Knight Barbarians Goblin Hut
Arrows Barbarians
Barbarians Knight
Barbarians
Barbarians Goblin Hut Electro Spirit Spear Goblins Knight
Arrows Electro Spirit Barbarians Goblin Hut
Electro Spirit Arrows 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.)

Arrows Knight
Arrows
Arrows Goblin Hut
Arrows Knight Barbarians
Fire Spirit Arrows
Arrows Electro Spirit Fire Spirit Spear Goblins
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Fire Spirit
Arrows Knight
Fire Spirit Arrows
Fire Spirit Knight Goblin Hut
Arrows
Arrows Goblin Hut
Spear Goblins Arrows Goblin Hut
Arrows Goblin Hut
Arrows
Fire Spirit Arrows
Fire Spirit Arrows
Arrows
Arrows Barbarians
Arrows Electro Spirit Fire Spirit
Arrows
Arrows
Arrows
Fire Spirit Arrows
Electro Spirit Goblin Hut
Arrows
Electro Spirit Arrows
Arrows
Electro Spirit Fire Spirit Spear Goblins Barbarians Goblin Hut
Fire Spirit Arrows
Arrows
Knight
Arrows
Arrows
Electro Spirit

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