My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 threat cards in your deck.

It is good to have cards that are considered a threat and must be addressed by your opponent. Threat may mean more things, but in any case, it is something, that can't be left ignored.

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 Ice Golem

Defensive buildings

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

Goblin Drill

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 Ice Golem

Offensive cards

Win conditions

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

Goblin Drill

Damage spells

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

Zap Giant Snowball Rage

Pump responses

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

Goblin Drill

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 Heal Spirit Ice 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.

Goblin Drill

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 Goblin Drill
Giant Snowball
Fire Spirit Spear Goblins Goblin Drill
Zap
Fire Spirit Spear Goblins Goblin Drill
Barbarian Barrel
Fire Spirit Spear Goblins Heal Spirit Goblin Drill
The Log
Fire Spirit Spear Goblins Heal Spirit Goblin Drill
Earthquake
Spear Goblins Goblin Drill
Arrows
Fire Spirit Spear Goblins Heal Spirit Goblin Drill
Royal Delivery
Fire Spirit Spear Goblins Heal Spirit Goblin Drill
Fireball
Goblin Drill
Poison
Spear Goblins Goblin Drill
Lightning
Ice Golem
Rocket

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Giant Snowball Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Giant Snowball Ice Golem

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 Heal Spirit Ice Golem Rage Goblin Drill

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 Heal Spirit Ice Golem

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 Heal Spirit Spear Goblins Zap Giant Snowball Ice Golem Rage Goblin Drill

Shortest cycle

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

6 Fire Spirit Heal Spirit Spear Goblins Zap

Attack Synergies 2 14

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
Goblin Drill Zap Giant Snowball Ice Golem
Spear Goblins
Ice Golem Zap Giant Snowball Heal Spirit Goblin Drill
Zap
Fire Spirit Spear Goblins Giant Snowball Heal Spirit Ice Golem
Giant Snowball
Fire Spirit Spear Goblins Zap Ice Golem Goblin Drill
Heal Spirit
Spear Goblins Zap Goblin Drill
Ice Golem
Spear Goblins Fire Spirit Zap Giant Snowball Goblin Drill
Rage
Goblin Drill
Fire Spirit Spear Goblins Giant Snowball Heal Spirit Ice Golem

Defense Synergies 1 13

Fire Spirit
Spear Goblins Zap Giant Snowball Ice Golem Goblin Drill
Spear Goblins
Ice Golem Fire Spirit Zap Giant Snowball Goblin Drill
Zap
Fire Spirit Spear Goblins Giant Snowball Ice Golem Goblin Drill
Giant Snowball
Fire Spirit Spear Goblins Zap Ice Golem Goblin Drill
Heal Spirit
Ice Golem
Spear Goblins Fire Spirit Zap Giant Snowball
Rage
Goblin Drill
Fire Spirit Spear Goblins Zap Giant Snowball

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.

Spear Goblins Zap Ice Golem
Zap Goblin Drill
Fire Spirit Giant Snowball Goblin Drill
Goblin Drill
Fire Spirit Spear Goblins Zap Giant Snowball
Giant Snowball Fire Spirit Spear Goblins Zap
Zap Ice Golem
Goblin Drill
Fire Spirit Spear Goblins Giant Snowball Ice Golem
Spear Goblins Zap Giant Snowball Ice Golem Goblin Drill
Spear Goblins Zap Giant Snowball
Goblin Drill Fire Spirit Zap Giant Snowball
Fire Spirit Zap Giant Snowball Goblin Drill
Goblin Drill
Zap Giant Snowball Goblin Drill
Goblin Drill
Fire Spirit Spear Goblins Zap Giant Snowball Goblin Drill
Zap Giant Snowball Goblin Drill Fire Spirit Spear Goblins Ice Golem
Goblin Drill
Fire Spirit Spear Goblins Giant Snowball

Counters to secondary win conditions

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

Spear Goblins Zap Giant Snowball Ice Golem
Zap Giant Snowball Ice Golem
Spear Goblins Zap Ice Golem
Zap Ice Golem
Goblin Drill
Fire Spirit Zap Giant Snowball Ice Golem
Spear Goblins Ice Golem
Zap Spear Goblins Giant Snowball Ice Golem
Goblin Drill
Zap Giant Snowball
Ice Golem
Spear Goblins Zap Ice Golem Goblin Drill
Zap Giant Snowball Ice Golem
Zap Giant Snowball

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.)

Ice Golem Goblin Drill
Zap Giant Snowball
Goblin Drill
Ice Golem
Fire Spirit Zap Giant Snowball
Fire Spirit Spear Goblins Zap Giant Snowball Ice Golem
Fire Spirit
Fire Spirit Zap Giant Snowball Ice Golem
Zap Giant Snowball
Fire Spirit Giant Snowball
Zap
Fire Spirit Zap Giant Snowball
Fire Spirit Giant Snowball Ice Golem
Zap Giant Snowball Ice Golem
Spear Goblins Zap Giant Snowball Goblin Drill
Giant Snowball
Fire Spirit Zap Giant Snowball
Fire Spirit Zap Giant Snowball
Giant Snowball
Zap Giant Snowball Goblin Drill
Zap Giant Snowball Ice Golem Fire Spirit
Zap Giant Snowball
Zap Giant Snowball
Zap
Fire Spirit Zap Giant Snowball Ice Golem
Zap Giant Snowball
Giant Snowball
Zap Giant Snowball
Zap Giant Snowball
Giant Snowball
Zap Fire Spirit Spear Goblins
Fire Spirit Zap Giant Snowball
Zap Giant Snowball Ice Golem
Zap Giant Snowball
Zap Giant Snowball
Zap Giant Snowball
Zap Giant Snowball

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