My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

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

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!

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 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.

Skeletons Ice Spirit Bats Firecracker Golem

Offensive cards

Win conditions

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

Golem

Damage spells

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

Arrows

Punishments

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

Goblin Gang

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 Ice Spirit Goblin Gang Golem

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 Golem

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
Skeletons Bats Goblin Gang
Giant Snowball
Skeletons Fire Spirit Bats Goblin Gang
Zap
Skeletons Fire Spirit Bats Goblin Gang Firecracker
Barbarian Barrel
Skeletons Fire Spirit Ice Spirit Goblin Gang Firecracker
The Log
Skeletons Fire Spirit Ice Spirit Goblin Gang Firecracker
Earthquake
Skeletons Goblin Gang Firecracker
Arrows
Skeletons Fire Spirit Ice Spirit Bats Goblin Gang Firecracker
Royal Delivery
Skeletons Fire Spirit Ice Spirit Bats Goblin Gang Firecracker
Fireball
Goblin Gang Firecracker
Poison
Bats Goblin Gang Firecracker
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Spirit Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Spirit Arrows 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.

Fire Spirit Ice Spirit Bats Arrows Golem

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 Ice 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Fire Spirit Ice Spirit Bats Arrows Goblin Gang Firecracker Golem

Shortest cycle

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

5 Skeletons Fire Spirit Ice Spirit Bats

Attack Synergies 1 9

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.

Skeletons
Fire Spirit
Golem
Ice Spirit
Bats Firecracker Golem
Bats
Ice Spirit Firecracker Golem
Arrows
Golem
Goblin Gang
Firecracker Golem
Firecracker
Ice Spirit Bats Goblin Gang Golem
Golem
Arrows Fire Spirit Ice Spirit Bats Goblin Gang Firecracker

Defense Synergies 1 10

Skeletons
Fire Spirit Ice Spirit Bats Firecracker
Fire Spirit
Skeletons Ice Spirit Firecracker
Ice Spirit
Goblin Gang Skeletons Fire Spirit Bats Firecracker
Bats
Skeletons Ice Spirit Firecracker
Arrows
Goblin Gang
Ice Spirit Firecracker
Firecracker
Skeletons Fire Spirit Ice Spirit Bats Goblin Gang
Golem

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.

Firecracker
Skeletons Ice Spirit Bats Goblin Gang Firecracker
Goblin Gang Skeletons Fire Spirit Bats
Skeletons Bats Goblin Gang Firecracker
Arrows Firecracker
Arrows Goblin Gang Skeletons Fire Spirit Bats Firecracker
Bats Fire Spirit Ice Spirit Arrows Goblin Gang Firecracker
Arrows
Skeletons Goblin Gang
Goblin Gang Skeletons Fire Spirit Ice Spirit Firecracker
Bats Goblin Gang Skeletons Arrows Firecracker
Arrows Bats Goblin Gang Firecracker
Skeletons Fire Spirit Ice Spirit Bats Goblin Gang
Fire Spirit Ice Spirit Bats Arrows Goblin Gang Firecracker
Goblin Gang
Ice Spirit Goblin Gang
Skeletons Bats Arrows Goblin Gang Firecracker
Fire Spirit Ice Spirit Arrows Bats Goblin Gang Firecracker
Arrows Fire Spirit Ice Spirit Bats Firecracker
Goblin Gang Fire Spirit Bats Arrows Firecracker

Counters to secondary win conditions

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

Goblin Gang Skeletons
Arrows Goblin Gang Firecracker
Goblin Gang Skeletons Ice Spirit Bats
Goblin Gang Bats
Skeletons Goblin Gang
Fire Spirit Arrows Firecracker Skeletons Ice Spirit Bats Goblin Gang
Goblin Gang Skeletons Bats
Skeletons Ice Spirit Bats Firecracker
Skeletons Goblin Gang
Bats
Arrows
Skeletons Goblin Gang
Firecracker
Goblin Gang Skeletons Ice Spirit Bats Firecracker
Bats Arrows Firecracker
Arrows

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.)

Arrows Firecracker
Arrows Firecracker
Arrows
Arrows Firecracker
Fire Spirit Arrows Firecracker
Arrows Firecracker Fire Spirit Ice Spirit Bats
Fire Spirit Arrows Firecracker
Arrows Fire Spirit Ice Spirit Firecracker
Arrows Firecracker
Fire Spirit Bats Goblin Gang
Firecracker Arrows
Fire Spirit Arrows Firecracker
Fire Spirit Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows Firecracker
Arrows
Bats
Fire Spirit Arrows Firecracker
Fire Spirit Arrows Firecracker
Arrows
Arrows
Arrows Firecracker Fire Spirit Ice Spirit
Arrows Firecracker
Arrows
Arrows Firecracker
Fire Spirit Bats Arrows Firecracker
Ice Spirit Bats Firecracker
Arrows
Ice Spirit Arrows Firecracker
Arrows Firecracker
Fire Spirit Ice Spirit Bats Goblin Gang
Fire Spirit Arrows Firecracker
Arrows
Goblin Gang Firecracker
Arrows Firecracker
Arrows
Firecracker
Ice Spirit Bats Goblin Gang Firecracker
Firecracker Bats
Firecracker
Firecracker

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