My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Bad
Synergy
Bad
Versatility
RIP
F2P score
Mediocre

2 problems 3 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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 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!
Warning More than four spells? Really?

Maybe you have a reason for having more than 4 spells in your deck. Maybe not. But it is not recommended. Two should be enough, three is more than enough. Consider replacing at least one. You have 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

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.

Elixir Collector

Offensive cards

Win conditions

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

Goblin Barrel

Damage spells

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

Zap Rage

Punishments

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

Elite Barbarians Goblin Barrel

Pump responses

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

Elixir Collector Goblin Barrel

Dropped at the bridge

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

Fire Spirit Elite Barbarians

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.

Elite Barbarians Goblin Barrel

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
Elite Barbarians Goblin Barrel Clone
Giant Snowball
Fire Spirit Goblin Barrel Clone
Zap
Fire Spirit Goblin Barrel Clone
Barbarian Barrel
Fire Spirit Elite Barbarians Goblin Barrel Clone
The Log
Fire Spirit Elite Barbarians Goblin Barrel Clone
Earthquake
Elixir Collector Goblin Barrel Clone
Arrows
Fire Spirit Goblin Barrel Clone
Royal Delivery
Fire Spirit Elite Barbarians Goblin Barrel Clone
Fireball
Elite Barbarians Elixir Collector Goblin Barrel Clone
Poison
Elixir Collector Clone
Lightning
Elite Barbarians Elixir Collector
Rocket
Elite Barbarians Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap

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 Elixir Collector Rage Clone

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians Goblin Barrel

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 Barrel

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 Rage Goblin Barrel Clone Elite Barbarians Elixir Collector

Shortest cycle

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

5 Mirror Fire Spirit Zap Rage

Attack Synergies 4 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.

Fire Spirit
Zap Elite Barbarians Goblin Barrel
Zap
Elite Barbarians Mirror Fire Spirit
Elite Barbarians
Zap Rage Fire Spirit
Elixir Collector
Mirror
Zap Goblin Barrel
Rage
Elite Barbarians
Goblin Barrel
Mirror Fire Spirit Clone
Clone
Goblin Barrel

Defense Synergies 1 2

Fire Spirit
Zap
Zap
Mirror Fire Spirit Elite Barbarians
Elite Barbarians
Zap
Elixir Collector
Mirror
Zap
Rage
Goblin Barrel
Clone

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
Elite Barbarians Zap
Fire Spirit Elite Barbarians
Elite Barbarians
Elite Barbarians
Fire Spirit Zap
Fire Spirit Zap
Zap
Elite Barbarians
Elite Barbarians Fire Spirit
Zap
Zap
Fire Spirit Zap Elite Barbarians
Fire Spirit Zap
Elite Barbarians
Zap Elite Barbarians
Elite Barbarians
Fire Spirit Zap Elite Barbarians
Zap Fire Spirit
Elite Barbarians
Fire Spirit Elite Barbarians

Counters to secondary win conditions

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

Zap Elite Barbarians
Zap Elite Barbarians
Zap Elite Barbarians
Zap Elite Barbarians
Elite Barbarians
Fire Spirit Zap
Elite Barbarians
Elite Barbarians
Zap Elite Barbarians
Elite Barbarians
Zap Elite Barbarians
Elite Barbarians
Elite Barbarians Zap
Zap Elite Barbarians
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.)

Zap
Fire Spirit Zap
Fire Spirit Zap
Fire Spirit
Fire Spirit Zap
Zap
Fire Spirit Elite Barbarians
Zap
Fire Spirit Zap
Fire Spirit Elite Barbarians
Zap Elite Barbarians
Zap
Fire Spirit Zap
Fire Spirit Zap
Zap
Zap Fire Spirit
Zap
Zap
Zap
Elite Barbarians Fire Spirit Zap
Zap
Elite Barbarians
Zap
Zap
Zap Fire Spirit
Fire Spirit Zap
Zap
Zap
Elite Barbarians
Zap Elite Barbarians
Zap
Zap

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