My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Spear Goblins Firecracker Electro Wizard

Defensive buildings

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

Barbarian Hut

Investments

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

Spear Goblins Firecracker Royal Giant Battle Ram Barbarian Hut Electro Wizard

Offensive cards

Win conditions

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

Royal Giant Battle Ram

Damage spells

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

Missing

Punishments

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

Royal Giant Battle Ram

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 Spear Goblins Royal Giant Battle Ram

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 Electro Wizard

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
Spear Goblins Royal Giant Battle Ram Guards
Giant Snowball
Fire Spirit Spear Goblins Battle Ram Guards
Zap
Fire Spirit Spear Goblins Firecracker Royal Giant Battle Ram Guards
Barbarian Barrel
Fire Spirit Spear Goblins Firecracker Battle Ram Barbarian Hut Guards Electro Wizard
The Log
Fire Spirit Spear Goblins Firecracker Royal Giant Battle Ram Barbarian Hut Guards
Earthquake
Spear Goblins Firecracker Barbarian Hut Guards
Arrows
Fire Spirit Spear Goblins Firecracker Guards
Royal Delivery
Fire Spirit Spear Goblins Firecracker Battle Ram Guards Electro Wizard
Fireball
Firecracker Battle Ram Barbarian Hut Electro Wizard
Poison
Spear Goblins Firecracker Barbarian Hut Guards Electro Wizard
Lightning
Battle Ram Barbarian Hut Electro Wizard
Rocket
Barbarian Hut

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Fire 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.

Fire Spirit Spear Goblins Battle Ram Guards

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.

Royal Giant

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 Electro Wizard

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Spear Goblins Firecracker Guards Battle Ram Electro Wizard Royal Giant Barbarian Hut

Shortest cycle

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

9 Fire Spirit Spear Goblins Firecracker Guards

Attack Synergies 3 12

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
Royal Giant Battle Ram Barbarian Hut
Spear Goblins
Barbarian Hut Firecracker Royal Giant Battle Ram
Firecracker
Royal Giant Spear Goblins Battle Ram Barbarian Hut
Royal Giant
Fire Spirit Firecracker Spear Goblins Barbarian Hut Guards Electro Wizard
Battle Ram
Fire Spirit Spear Goblins Firecracker Barbarian Hut Electro Wizard
Barbarian Hut
Spear Goblins Fire Spirit Firecracker Royal Giant Battle Ram
Guards
Royal Giant
Electro Wizard
Royal Giant Battle Ram

Defense Synergies 0 12

Fire Spirit
Spear Goblins Firecracker Electro Wizard
Spear Goblins
Fire Spirit Firecracker Barbarian Hut Guards Electro Wizard
Firecracker
Fire Spirit Spear Goblins Barbarian Hut Guards Electro Wizard
Royal Giant
Battle Ram
Barbarian Hut
Spear Goblins Firecracker Electro Wizard
Guards
Spear Goblins Firecracker Electro Wizard
Electro Wizard
Fire Spirit Spear Goblins Firecracker Barbarian Hut Guards

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.

Barbarian Hut Spear Goblins Firecracker Electro Wizard
Barbarian Hut Firecracker Electro Wizard
Barbarian Hut Fire Spirit Electro Wizard
Barbarian Hut Firecracker Guards Electro Wizard
Firecracker
Fire Spirit Spear Goblins Firecracker Guards Electro Wizard
Electro Wizard Fire Spirit Spear Goblins Firecracker Barbarian Hut
Barbarian Hut Electro Wizard
Barbarian Hut
Guards Fire Spirit Spear Goblins Firecracker Electro Wizard
Guards Electro Wizard Spear Goblins Firecracker
Spear Goblins Firecracker Barbarian Hut Electro Wizard
Barbarian Hut Fire Spirit Guards Electro Wizard
Fire Spirit Barbarian Hut Firecracker Guards Electro Wizard
Barbarian Hut Electro Wizard
Barbarian Hut Electro Wizard
Barbarian Hut Firecracker Electro Wizard
Fire Spirit Spear Goblins Firecracker Barbarian Hut Guards Electro Wizard
Fire Spirit Spear Goblins Firecracker Barbarian Hut Guards Electro Wizard
Barbarian Hut Electro Wizard
Fire Spirit Spear Goblins Firecracker Guards Electro Wizard

Counters to secondary win conditions

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

Barbarian Hut Guards Spear Goblins Electro Wizard
Electro Wizard Firecracker
Guards Spear Goblins Barbarian Hut Electro Wizard
Guards Barbarian Hut Electro Wizard
Barbarian Hut Guards
Fire Spirit Firecracker Electro Wizard
Guards Spear Goblins Barbarian Hut Electro Wizard
Barbarian Hut
Electro Wizard Spear Goblins Firecracker Barbarian Hut
Barbarian Hut Guards
Guards
Guards Electro Wizard
Barbarian Hut Guards
Firecracker Barbarian Hut
Guards Electro Wizard Spear Goblins Firecracker Barbarian Hut
Firecracker Barbarian Hut Electro Wizard
Barbarian Hut Electro Wizard

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.)

Firecracker Barbarian Hut Guards
Firecracker Electro Wizard
Barbarian Hut
Firecracker Barbarian Hut Guards
Fire Spirit Firecracker
Firecracker Fire Spirit Spear Goblins
Fire Spirit Firecracker
Fire Spirit Firecracker Barbarian Hut
Firecracker
Fire Spirit Guards Electro Wizard
Firecracker Electro Wizard
Fire Spirit Firecracker
Fire Spirit Firecracker Barbarian Hut
Firecracker
Firecracker Barbarian Hut
Spear Goblins Firecracker Barbarian Hut
Firecracker Barbarian Hut
Fire Spirit Firecracker Electro Wizard
Fire Spirit Firecracker
Barbarian Hut
Firecracker Fire Spirit
Firecracker Electro Wizard
Firecracker
Fire Spirit Firecracker Electro Wizard
Electro Wizard Firecracker Guards
Firecracker Electro Wizard
Firecracker
Electro Wizard Fire Spirit Spear Goblins Barbarian Hut Guards
Fire Spirit Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker
Firecracker
Firecracker Guards Electro Wizard
Firecracker Electro Wizard
Firecracker Electro Wizard
Firecracker

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