My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!
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!

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 Firecracker

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 Firecracker Mega Knight Goblinstein

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.

Arrows Poison

Punishments

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

Mega Knight

Pump responses

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

Poison

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 Mega Knight

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 Firecracker

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
Zap
Fire Spirit Bats Firecracker
Barbarian Barrel
Electro Spirit Fire Spirit Firecracker
The Log
Electro Spirit Fire Spirit Firecracker
Earthquake
Firecracker
Arrows
Electro Spirit Fire Spirit Bats Firecracker
Royal Delivery
Electro Spirit Fire Spirit Bats Firecracker
Fireball
Firecracker
Poison
Bats Firecracker
Lightning
Goblinstein
Rocket

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Arrows Firecracker Poison

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Arrows Firecracker Poison Mega Knight

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 Bats Arrows Poison Mega 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

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.

Good

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 Bats Arrows Firecracker Poison Goblinstein Mega Knight

Shortest cycle

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

7 Electro Spirit Fire Spirit Bats Arrows

Attack Synergies 1 4

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
Fire Spirit
Bats
Mega Knight Firecracker
Arrows
Mega Knight
Firecracker
Bats Mega Knight
Poison
Mega Knight
Mega Knight
Bats Arrows Firecracker Poison
Goblinstein

Defense Synergies 1 5

Electro Spirit
Fire Spirit
Firecracker
Bats
Firecracker Mega Knight
Arrows
Mega Knight
Firecracker
Fire Spirit Bats Mega Knight
Poison
Mega Knight
Mega Knight
Arrows Bats Firecracker Poison
Goblinstein

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.

Firecracker
Bats Firecracker Mega Knight
Mega Knight Fire Spirit Bats
Bats Firecracker Mega Knight
Arrows Firecracker Poison Mega Knight
Arrows Electro Spirit Fire Spirit Bats Firecracker Mega Knight
Bats Electro Spirit Fire Spirit Arrows Firecracker Poison
Electro Spirit Arrows Poison Mega Knight
Fire Spirit Firecracker Mega Knight
Bats Poison Electro Spirit Arrows Firecracker Mega Knight
Arrows Bats Firecracker Poison
Mega Knight Fire Spirit Bats
Fire Spirit Mega Knight Electro Spirit Bats Arrows Firecracker Poison
Mega Knight
Mega Knight
Mega Knight Bats Arrows Firecracker Poison
Fire Spirit Arrows Mega Knight Electro Spirit Bats Firecracker
Arrows Poison Electro Spirit Fire Spirit Bats Firecracker Mega Knight
Mega Knight Electro Spirit Fire Spirit Bats Arrows Firecracker Poison

Counters to secondary win conditions

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

Mega Knight
Poison Arrows Firecracker Mega Knight
Mega Knight Bats
Mega Knight Bats
Mega Knight
Fire Spirit Arrows Firecracker Poison Electro Spirit Bats
Bats
Mega Knight
Mega Knight Electro Spirit Bats Firecracker Poison
Mega Knight Bats
Mega Knight Arrows Poison
Mega Knight
Firecracker Mega Knight
Electro Spirit Bats Firecracker Poison
Bats Arrows Poison Mega Knight Electro Spirit Firecracker
Electro Spirit 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.)

Poison Arrows Firecracker
Arrows Firecracker Poison
Arrows Poison
Arrows Firecracker Poison
Poison Fire Spirit Arrows Firecracker Mega Knight
Arrows Firecracker Poison Electro Spirit Fire Spirit Bats
Fire Spirit Arrows Firecracker Poison
Arrows Poison Fire Spirit Firecracker
Arrows Poison Firecracker
Fire Spirit Bats Poison
Firecracker Poison Arrows
Poison Fire Spirit Arrows Firecracker
Poison Fire Spirit Firecracker
Arrows Firecracker Poison
Arrows Firecracker Poison
Arrows Firecracker Poison
Arrows Firecracker Poison Mega Knight
Arrows Poison
Bats
Fire Spirit Arrows Firecracker Poison Mega Knight
Fire Spirit Arrows Firecracker Poison Mega Knight
Poison Mega Knight
Arrows Poison
Arrows Poison
Arrows Firecracker Poison Electro Spirit Fire Spirit Mega Knight
Arrows Firecracker Poison
Arrows Poison Mega Knight
Poison Arrows Firecracker
Poison Fire Spirit Bats Arrows Firecracker
Electro Spirit Bats Firecracker Poison
Poison Arrows Mega Knight
Electro Spirit Arrows Firecracker Poison
Mega Knight
Arrows Firecracker Poison
Electro Spirit Fire Spirit Bats
Poison Fire Spirit Arrows Firecracker
Arrows
Poison Firecracker Mega Knight
Arrows Firecracker Poison
Arrows Poison
Firecracker Mega Knight
Electro Spirit Bats Firecracker Poison
Firecracker Bats Poison
Poison Firecracker Mega Knight
Firecracker Mega Knight

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