My Best Clash Royale Deck

Deck Check Rating

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

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 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 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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

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.

Ice Spirit Bats Knight Firecracker Elixir Collector Fisherman

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.

Missing

Pump responses

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

Elixir Collector

Dropped at the bridge

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

Ice Spirit Goblins 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.

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 Fisherman
Giant Snowball
Goblins Bats Fisherman
Zap
Goblins Bats Firecracker Fisherman
Barbarian Barrel
Ice Spirit Goblins Knight Firecracker
The Log
Ice Spirit Goblins Firecracker Fisherman
Earthquake
Firecracker Elixir Collector
Arrows
Ice Spirit Goblins Bats Firecracker
Royal Delivery
Ice Spirit Goblins Bats Knight Firecracker Fisherman
Fireball
Firecracker Elixir Collector Fisherman
Poison
Bats Firecracker Elixir Collector Fisherman
Lightning
Knight Elixir Collector Fisherman
Rocket
Elixir Collector

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Firecracker

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.

Ice Spirit Bats Knight Elixir Collector

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.

Ice Spirit Goblins

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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Mirror Ice Spirit Goblins Bats Knight Firecracker Fisherman Elixir Collector

Shortest cycle

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

5 Mirror Ice Spirit Goblins Bats

Attack Synergies 3 8

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.

Ice Spirit
Knight Goblins Bats Firecracker Fisherman
Goblins
Ice Spirit
Bats
Knight Ice Spirit Firecracker Fisherman
Knight
Ice Spirit Bats Firecracker
Firecracker
Knight Ice Spirit Bats Mirror Fisherman
Elixir Collector
Mirror
Firecracker
Fisherman
Ice Spirit Bats Firecracker

Defense Synergies 2 13

Ice Spirit
Goblins Bats Knight Firecracker Fisherman
Goblins
Ice Spirit Knight Firecracker Fisherman
Bats
Knight Ice Spirit Firecracker Fisherman
Knight
Bats Firecracker Ice Spirit Goblins Fisherman
Firecracker
Knight Ice Spirit Goblins Bats Mirror Fisherman
Elixir Collector
Mirror
Firecracker
Fisherman
Ice Spirit Goblins Bats Knight Firecracker

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 Firecracker
Ice Spirit Goblins Bats Knight Firecracker Fisherman
Fisherman Goblins Bats Knight
Goblins Bats Knight Firecracker Fisherman
Firecracker
Goblins Bats Firecracker
Bats Ice Spirit Firecracker
Goblins Fisherman
Knight Ice Spirit Goblins Firecracker Fisherman
Goblins Bats Knight Firecracker Fisherman
Bats Firecracker
Ice Spirit Bats Knight
Ice Spirit Goblins Bats Firecracker
Knight
Ice Spirit Fisherman
Goblins Bats Knight Firecracker Fisherman
Ice Spirit Goblins Bats Knight Firecracker Fisherman
Ice Spirit Bats Knight Firecracker Fisherman
Fisherman
Goblins Bats Knight Firecracker Fisherman

Counters to secondary win conditions

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

Knight Goblins Fisherman
Knight Firecracker Fisherman
Ice Spirit Goblins Bats Knight Fisherman
Bats Knight Fisherman
Knight Fisherman
Firecracker Ice Spirit Bats
Goblins Bats Knight
Knight Fisherman
Ice Spirit Goblins Bats Knight Firecracker
Bats Knight
Knight
Firecracker
Ice Spirit Goblins Bats Knight Firecracker Fisherman
Bats Firecracker

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 Firecracker
Firecracker Fisherman
Knight Firecracker
Firecracker
Firecracker Ice Spirit Bats
Firecracker
Ice Spirit Firecracker
Firecracker Fisherman
Goblins Bats Fisherman
Firecracker Knight Fisherman
Firecracker
Knight Firecracker Fisherman
Firecracker Fisherman
Firecracker Fisherman
Firecracker
Firecracker
Bats Fisherman
Firecracker Fisherman
Firecracker
Fisherman
Firecracker Ice Spirit
Fisherman
Firecracker Fisherman
Fisherman
Firecracker Fisherman
Bats Firecracker
Ice Spirit Bats Firecracker
Ice Spirit Firecracker
Firecracker
Ice Spirit Bats
Firecracker
Knight Firecracker
Firecracker
Firecracker
Ice Spirit Bats Firecracker
Firecracker Bats
Firecracker
Firecracker

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