My Best Clash Royale Deck

Deck Check Rating

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

1 problems 1 warnings 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!
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!

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 Gang 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.

Bats Goblin Hut Mega Knight

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.

Earthquake

Punishments

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

Goblin Gang Mega Knight

Pump responses

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

Earthquake

Dropped at the bridge

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

Fire Spirit Goblin Gang Mega Knight

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 Goblin Gang Guards Clone
Giant Snowball
Fire Spirit Bats Goblin Gang Goblin Hut Guards Clone
Zap
Fire Spirit Bats Goblin Gang Goblin Hut Guards Clone
Barbarian Barrel
Fire Spirit Goblin Gang Goblin Hut Guards Clone
The Log
Fire Spirit Goblin Gang Goblin Hut Guards Clone
Earthquake
Goblin Gang Goblin Hut Guards Clone
Arrows
Fire Spirit Bats Goblin Gang Goblin Hut Guards Clone
Royal Delivery
Fire Spirit Bats Goblin Gang Goblin Hut Guards Clone
Fireball
Goblin Gang Goblin Hut Clone
Poison
Bats Goblin Gang Goblin Hut Guards Clone
Lightning
Goblin Hut
Rocket
Goblin Hut

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Earthquake 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.

Fire Spirit Bats Guards Clone 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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Goblin Gang Earthquake Guards Clone Goblin Hut Mega Knight

Shortest cycle

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

9 Fire Spirit Bats Goblin Gang Earthquake

Attack Synergies 1 7

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
Bats
Mega Knight Clone
Goblin Gang
Goblin Hut Clone
Earthquake
Goblin Hut Mega Knight
Goblin Hut
Goblin Gang Earthquake Mega Knight
Guards
Clone
Clone
Bats Goblin Gang Guards
Mega Knight
Bats Earthquake Goblin Hut

Defense Synergies 0 6

Fire Spirit
Bats
Earthquake Mega Knight
Goblin Gang
Goblin Hut Guards
Earthquake
Bats Goblin Hut Mega Knight
Goblin Hut
Goblin Gang Earthquake
Guards
Goblin Gang
Clone
Mega Knight
Bats Earthquake

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.

Earthquake Goblin Hut
Bats Goblin Gang Goblin Hut Mega Knight
Goblin Gang Goblin Hut Mega Knight Fire Spirit Bats
Goblin Hut Bats Goblin Gang Guards Mega Knight
Earthquake Mega Knight
Goblin Gang Fire Spirit Bats Earthquake Guards Mega Knight
Bats Fire Spirit Goblin Gang Goblin Hut
Earthquake Mega Knight
Goblin Gang Goblin Hut
Goblin Gang Guards Fire Spirit Mega Knight
Bats Goblin Gang Guards Earthquake Goblin Hut Mega Knight
Bats Goblin Gang Goblin Hut
Goblin Hut Mega Knight Fire Spirit Bats Goblin Gang Earthquake Guards
Fire Spirit Mega Knight Bats Goblin Gang Earthquake Goblin Hut Guards
Goblin Gang Goblin Hut Mega Knight
Goblin Gang Goblin Hut Mega Knight
Mega Knight Bats Goblin Gang Goblin Hut
Fire Spirit Mega Knight Bats Goblin Gang Goblin Hut Guards
Earthquake Fire Spirit Bats Goblin Hut Guards Mega Knight
Goblin Hut
Goblin Gang Mega Knight Fire Spirit Bats Earthquake Guards

Counters to secondary win conditions

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

Goblin Gang Guards Mega Knight Goblin Hut
Goblin Gang Mega Knight
Goblin Gang Guards Mega Knight Bats Goblin Hut
Goblin Gang Guards Mega Knight Bats
Goblin Gang Goblin Hut Guards Mega Knight
Fire Spirit Bats Goblin Gang Goblin Hut
Goblin Gang Guards Bats Goblin Hut
Mega Knight
Mega Knight Bats Goblin Hut
Goblin Gang Goblin Hut Guards
Mega Knight Bats Goblin Hut Guards
Mega Knight Guards
Mega Knight Goblin Gang Guards
Mega Knight
Goblin Gang Goblin Hut Guards Bats
Bats Mega Knight Earthquake 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.)

Earthquake Guards
Earthquake Goblin Hut
Earthquake Guards
Fire Spirit Earthquake Mega Knight
Fire Spirit Bats
Fire Spirit Earthquake
Earthquake Fire Spirit
Fire Spirit Bats Goblin Gang Guards
Earthquake
Fire Spirit
Earthquake Fire Spirit Goblin Hut
Earthquake
Earthquake Goblin Hut
Earthquake Goblin Hut
Earthquake Goblin Hut Mega Knight
Earthquake
Bats
Fire Spirit Earthquake Mega Knight
Fire Spirit Earthquake Mega Knight
Earthquake Mega Knight
Earthquake
Earthquake Fire Spirit Mega Knight
Earthquake
Mega Knight
Fire Spirit Bats
Bats Goblin Hut Guards
Earthquake Mega Knight
Mega Knight
Earthquake
Earthquake Fire Spirit Bats Goblin Gang Goblin Hut Guards
Fire Spirit
Goblin Gang Mega Knight
Earthquake
Mega Knight
Bats Goblin Gang Guards
Bats
Mega Knight

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