My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Great!
F2P score
Mediocre

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Goblin Hut Baby Dragon Hunter

Defensive buildings

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

Goblin Hut Goblin Drill

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Suspicious Bush Goblin Hut Baby Dragon Hunter

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Missing

Pump responses

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

Goblin Drill

Dropped at the bridge

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

Fire Spirit Knight Baby Dragon

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.

Goblin Drill

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
Goblin Drill
Giant Snowball
Fire Spirit Goblin Hut Baby Dragon Goblin Drill
Zap
Fire Spirit Goblin Hut Goblin Drill
Barbarian Barrel
Fire Spirit Knight Goblin Hut Hunter Goblin Drill
The Log
Fire Spirit Suspicious Bush Goblin Hut Hunter Goblin Drill
Earthquake
Goblin Hut Goblin Drill
Arrows
Fire Spirit Suspicious Bush Goblin Hut Goblin Drill
Royal Delivery
Fire Spirit Knight Goblin Hut Baby Dragon Hunter Goblin Drill
Fireball
Suspicious Bush Goblin Hut Baby Dragon Hunter Goblin Drill
Poison
Suspicious Bush Goblin Hut Hunter Goblin Drill
Lightning
Knight Goblin Hut Baby Dragon Hunter
Rocket
Goblin Hut Hunter

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Baby Dragon Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Baby Dragon Hunter

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 Knight Suspicious Bush Baby Dragon Goblin Drill

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Fire Spirit Suspicious Bush Knight Baby Dragon Hunter Goblin Drill Goblin Hut

Shortest cycle

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

6 Mirror Fire Spirit Suspicious Bush Knight

Attack Synergies 2 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
Goblin Drill Knight Baby Dragon
Knight
Baby Dragon Fire Spirit Goblin Hut Hunter Goblin Drill
Suspicious Bush
Goblin Hut
Knight Mirror Baby Dragon
Mirror
Goblin Hut
Baby Dragon
Knight Fire Spirit Goblin Hut
Hunter
Knight
Goblin Drill
Fire Spirit Knight

Defense Synergies 2 7

Fire Spirit
Knight Goblin Drill
Knight
Fire Spirit Hunter Goblin Hut Baby Dragon
Suspicious Bush
Goblin Hut
Knight Mirror Baby Dragon Hunter
Mirror
Goblin Hut Hunter
Baby Dragon
Knight Goblin Hut
Hunter
Knight Goblin Hut Mirror
Goblin Drill
Fire Spirit

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.

Knight Goblin Hut Baby Dragon
Hunter Knight Goblin Hut Goblin Drill
Goblin Hut Hunter Fire Spirit Knight Goblin Drill
Goblin Hut Hunter Knight Goblin Drill
Fire Spirit Baby Dragon Hunter
Hunter Fire Spirit Goblin Hut Baby Dragon
Baby Dragon
Hunter Goblin Hut Goblin Drill
Knight Fire Spirit Hunter
Knight Goblin Hut Baby Dragon Hunter Goblin Drill
Hunter Goblin Hut Baby Dragon
Goblin Hut Hunter Goblin Drill Fire Spirit Knight
Fire Spirit Goblin Hut Baby Dragon Hunter Goblin Drill
Knight Goblin Hut Hunter Goblin Drill
Goblin Hut Hunter Goblin Drill
Knight Goblin Hut Hunter Goblin Drill
Fire Spirit Knight Goblin Hut Baby Dragon Hunter Goblin Drill
Baby Dragon Hunter Goblin Drill Fire Spirit Knight Goblin Hut
Goblin Hut Hunter Goblin Drill
Fire Spirit Knight Baby Dragon Hunter
Hunter

Counters to secondary win conditions

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

Knight Goblin Hut
Knight Baby Dragon Hunter
Knight Goblin Hut Hunter
Hunter Knight
Knight Goblin Hut Hunter Goblin Drill
Fire Spirit Goblin Hut Baby Dragon Hunter
Knight Goblin Hut Hunter
Knight Hunter
Knight Goblin Hut Baby Dragon
Goblin Hut Goblin Drill
Knight Goblin Hut Hunter
Knight Hunter
Baby Dragon
Goblin Hut Knight Baby Dragon Hunter Goblin Drill
Goblin Hut Baby Dragon Hunter
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.)

Knight Baby Dragon Goblin Drill
Baby Dragon
Goblin Hut Baby Dragon Goblin Drill
Knight
Fire Spirit Baby Dragon
Fire Spirit Baby Dragon Hunter
Fire Spirit Baby Dragon
Fire Spirit Baby Dragon Hunter
Fire Spirit
Knight
Fire Spirit Baby Dragon
Fire Spirit Knight Goblin Hut Baby Dragon Hunter
Baby Dragon
Goblin Hut Baby Dragon
Goblin Hut Baby Dragon Hunter Goblin Drill
Goblin Hut Baby Dragon
Fire Spirit Baby Dragon Hunter
Fire Spirit Baby Dragon
Baby Dragon
Baby Dragon Goblin Drill
Fire Spirit Baby Dragon Hunter
Baby Dragon Hunter
Baby Dragon
Baby Dragon
Fire Spirit Baby Dragon Hunter
Goblin Hut
Hunter
Fire Spirit Goblin Hut
Fire Spirit Baby Dragon Hunter
Knight Baby Dragon Hunter
Baby Dragon
Baby Dragon
Baby Dragon

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