My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Godly!
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 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 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!
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 Not enough investment cards in your deck.

You don't have enough investment cards in your deck. It may either be a spawner building, Elixir collector or slow units, that you can play in the back to force the opponent to make the first move. 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 Dart Goblin Hunter

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.

Hunter

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.

Zap

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.

Fire Spirit Dart Goblin Battle Healer

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
Guards Clone
Giant Snowball
Fire Spirit Dart Goblin Guards Clone
Zap
Fire Spirit Dart Goblin Guards Clone
Barbarian Barrel
Fire Spirit Dart Goblin Guards Clone Hunter
The Log
Fire Spirit Dart Goblin Guards Clone Hunter
Earthquake
Guards Clone
Arrows
Fire Spirit Dart Goblin Guards Clone
Royal Delivery
Fire Spirit Dart Goblin Battle Healer Guards Clone Hunter
Fireball
Dart Goblin Battle Healer Clone Hunter
Poison
Dart Goblin Battle Healer Guards Clone Hunter
Lightning
Battle Healer Hunter
Rocket
Battle Healer Hunter

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Hunter

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap 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 Battle Healer Guards Clone

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 Dart Goblin

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 Zap Dart Goblin Guards Clone Battle Healer Hunter

Shortest cycle

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

6 Mirror Fire Spirit Zap Dart Goblin

Attack Synergies 1 11

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
Zap Battle Healer
Zap
Mirror Fire Spirit Dart Goblin Battle Healer Guards Hunter
Dart Goblin
Zap Battle Healer Mirror
Battle Healer
Fire Spirit Zap Dart Goblin Mirror Hunter
Mirror
Zap Dart Goblin Battle Healer
Guards
Zap Clone
Clone
Guards
Hunter
Zap Battle Healer

Defense Synergies 3 12

Fire Spirit
Zap Battle Healer
Zap
Mirror Fire Spirit Dart Goblin Battle Healer Guards Hunter
Dart Goblin
Zap Battle Healer Mirror Guards Hunter
Battle Healer
Mirror Fire Spirit Zap Dart Goblin Hunter
Mirror
Zap Battle Healer Dart Goblin Hunter
Guards
Hunter Zap Dart Goblin
Clone
Hunter
Guards Zap Dart Goblin Battle Healer Mirror

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 Dart Goblin
Hunter Zap Dart Goblin Battle Healer
Hunter Fire Spirit Dart Goblin
Hunter Dart Goblin Guards
Battle Healer
Fire Spirit Zap Dart Goblin Guards Hunter
Dart Goblin Hunter Fire Spirit Zap
Zap Dart Goblin Battle Healer
Hunter
Guards Fire Spirit Dart Goblin Battle Healer Hunter
Dart Goblin Guards Zap Hunter
Hunter Zap Dart Goblin
Hunter Fire Spirit Zap Battle Healer Guards
Fire Spirit Zap Dart Goblin Guards Hunter
Hunter
Zap Hunter
Hunter
Fire Spirit Zap Dart Goblin Battle Healer Guards Hunter
Zap Hunter Fire Spirit Dart Goblin Battle Healer Guards
Dart Goblin Hunter
Fire Spirit Dart Goblin Battle Healer Guards Hunter
Hunter

Counters to secondary win conditions

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

Guards Zap Battle Healer
Zap Battle Healer Hunter
Guards Zap Battle Healer Hunter
Guards Hunter Zap Battle Healer
Battle Healer Guards Hunter
Fire Spirit Zap Dart Goblin Hunter
Guards Dart Goblin Battle Healer Hunter
Battle Healer Hunter
Zap
Dart Goblin Guards
Dart Goblin Guards Hunter
Zap Guards
Guards Hunter
Dart Goblin
Guards Zap Dart Goblin Battle Healer Hunter
Zap Dart Goblin Battle Healer Hunter
Zap

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.)

Dart Goblin Guards
Zap Dart Goblin
Dart Goblin
Dart Goblin Guards
Fire Spirit Zap
Fire Spirit Zap Dart Goblin Hunter
Fire Spirit Dart Goblin
Fire Spirit Zap Dart Goblin Hunter
Zap Dart Goblin
Fire Spirit Guards
Zap Dart Goblin
Fire Spirit Zap Dart Goblin
Fire Spirit Dart Goblin Hunter
Dart Goblin
Zap Dart Goblin
Zap Dart Goblin Hunter
Dart Goblin
Fire Spirit Zap Dart Goblin Hunter
Fire Spirit Zap Dart Goblin
Zap
Zap Fire Spirit Hunter
Zap Dart Goblin Hunter
Zap
Zap Dart Goblin
Fire Spirit Zap Dart Goblin Hunter
Zap Dart Goblin Guards
Zap Dart Goblin Hunter
Zap
Zap Fire Spirit Dart Goblin Guards
Fire Spirit Zap Dart Goblin Hunter
Dart Goblin Hunter
Zap Dart Goblin
Zap
Dart Goblin
Zap Dart Goblin Guards
Zap Dart Goblin
Zap Dart Goblin
Dart Goblin

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