My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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.

Firecracker Ice Golem Baby Dragon Witch Ram Rider

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.

Firecracker Ice Golem Valkyrie Baby Dragon Witch Ram Rider Sparky

Offensive cards

Win conditions

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

Ram Rider

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.

Ram Rider

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.

Ice Golem Valkyrie Baby Dragon Ram Rider

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 Valkyrie Ram Rider

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
Skeleton Army Ram Rider Sparky
Giant Snowball
Skeleton Army Baby Dragon Witch Ram Rider
Zap
Firecracker Skeleton Army Witch Ram Rider Sparky
Barbarian Barrel
Firecracker Valkyrie Skeleton Army Witch Sparky
The Log
Firecracker Skeleton Army Witch Ram Rider Sparky
Earthquake
Firecracker Skeleton Army Witch
Arrows
Firecracker Skeleton Army Witch
Royal Delivery
Firecracker Valkyrie Skeleton Army Baby Dragon Witch Ram Rider Sparky
Fireball
Firecracker Skeleton Army Baby Dragon Witch Ram Rider Sparky
Poison
Firecracker Skeleton Army Witch Sparky
Lightning
Ice Golem Valkyrie Baby Dragon Witch Ram Rider Sparky
Rocket
Valkyrie Witch Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Firecracker Ice Golem Baby Dragon Witch

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Ice Golem Valkyrie Baby Dragon Sparky

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 Golem Valkyrie Skeleton Army Baby Dragon Sparky

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.

Skeleton Army

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 Golem Witch

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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Ice Golem Firecracker Skeleton Army Valkyrie Baby Dragon Witch Ram Rider Sparky

Shortest cycle

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

12 Ice Golem Firecracker Skeleton Army Valkyrie

Attack Synergies 0 18

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.

Firecracker
Ice Golem Valkyrie Baby Dragon Ram Rider Sparky
Ice Golem
Firecracker Baby Dragon Witch Ram Rider Sparky
Valkyrie
Firecracker Baby Dragon Witch Ram Rider Sparky
Skeleton Army
Sparky
Baby Dragon
Firecracker Ice Golem Valkyrie Witch Ram Rider Sparky
Witch
Ice Golem Valkyrie Baby Dragon Ram Rider
Ram Rider
Firecracker Ice Golem Valkyrie Baby Dragon Witch
Sparky
Firecracker Ice Golem Valkyrie Skeleton Army Baby Dragon

Defense Synergies 2 10

Firecracker
Ice Golem Valkyrie Skeleton Army Baby Dragon
Ice Golem
Firecracker Baby Dragon Witch Sparky
Valkyrie
Firecracker Baby Dragon Witch Sparky
Skeleton Army
Firecracker Sparky
Baby Dragon
Firecracker Ice Golem Valkyrie Witch
Witch
Ice Golem Valkyrie Baby Dragon
Ram Rider
Sparky
Ice Golem Valkyrie Skeleton Army

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 Ice Golem Valkyrie Baby Dragon Ram Rider Sparky
Skeleton Army Sparky Firecracker Valkyrie Witch Ram Rider
Skeleton Army Witch Ram Rider Sparky Valkyrie
Skeleton Army Witch Sparky Firecracker Valkyrie Ram Rider
Firecracker Valkyrie Skeleton Army Sparky
Skeleton Army Firecracker Valkyrie Baby Dragon
Ram Rider Firecracker Baby Dragon Witch
Ice Golem Valkyrie Baby Dragon Ram Rider Sparky
Witch Sparky Skeleton Army
Skeleton Army Firecracker Ice Golem Valkyrie Sparky
Valkyrie Skeleton Army Witch Firecracker Ice Golem Baby Dragon Ram Rider
Firecracker Baby Dragon Witch Ram Rider
Skeleton Army Sparky Valkyrie Witch Ram Rider
Valkyrie Skeleton Army Sparky Firecracker Baby Dragon Witch
Skeleton Army Sparky Ram Rider
Skeleton Army Ram Rider Sparky
Sparky Firecracker Valkyrie Skeleton Army Witch
Valkyrie Firecracker Skeleton Army Baby Dragon Witch Ram Rider
Valkyrie Baby Dragon Witch Firecracker Ice Golem Ram Rider
Sparky Ram Rider
Valkyrie Skeleton Army Firecracker Baby Dragon Witch Sparky
Skeleton Army Sparky

Counters to secondary win conditions

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

Valkyrie Skeleton Army Ice Golem Witch Sparky
Firecracker Ice Golem Valkyrie Baby Dragon
Skeleton Army Ice Golem Valkyrie Witch Ram Rider Sparky
Valkyrie Skeleton Army Ice Golem Ram Rider Sparky
Valkyrie Skeleton Army Witch Ram Rider Sparky
Firecracker Ice Golem Baby Dragon Witch Ram Rider
Skeleton Army Sparky Ice Golem Valkyrie Witch Ram Rider
Valkyrie Skeleton Army Sparky
Firecracker Ice Golem Valkyrie Skeleton Army Baby Dragon Witch Sparky
Witch Skeleton Army Sparky
Valkyrie Witch Sparky
Skeleton Army Valkyrie
Skeleton Army Ice Golem Valkyrie Witch Ram Rider Sparky
Firecracker Valkyrie Skeleton Army Baby Dragon Witch Sparky
Skeleton Army Witch Sparky Firecracker Ice Golem Valkyrie Baby Dragon
Valkyrie Firecracker Ice Golem Baby Dragon Witch Sparky

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 Ice Golem Valkyrie Baby Dragon Sparky
Firecracker Baby Dragon Ram Rider
Baby Dragon Sparky
Firecracker Ice Golem Valkyrie Sparky
Firecracker Valkyrie Baby Dragon Sparky
Firecracker Ice Golem Baby Dragon Witch Ram Rider
Firecracker Baby Dragon Witch Sparky
Firecracker Ice Golem Baby Dragon Ram Rider
Firecracker Ram Rider
Sparky
Firecracker Valkyrie Ram Rider Sparky
Firecracker Baby Dragon
Firecracker Ice Golem Baby Dragon Sparky
Firecracker Baby Dragon
Firecracker Ice Golem Baby Dragon Sparky
Firecracker Baby Dragon Witch Sparky
Firecracker Baby Dragon Sparky
Sparky
Sparky
Firecracker Baby Dragon Sparky
Firecracker Valkyrie Baby Dragon Witch
Baby Dragon Sparky
Sparky
Baby Dragon
Firecracker Ice Golem Valkyrie Baby Dragon Witch Sparky
Witch
Firecracker Baby Dragon Witch Ram Rider Sparky
Baby Dragon Witch Ram Rider Sparky
Firecracker Baby Dragon Sparky
Firecracker Ice Golem Baby Dragon Witch Sparky
Firecracker Witch
Sparky
Sparky
Firecracker Sparky
Sparky
Firecracker Sparky
Skeleton Army Witch
Firecracker Baby Dragon Witch Ram Rider
Firecracker Valkyrie Baby Dragon Sparky
Firecracker Ice Golem Baby Dragon
Sparky
Firecracker Sparky
Firecracker Baby Dragon Witch Sparky
Firecracker Witch
Firecracker Baby Dragon Witch Sparky
Sparky
Firecracker Sparky

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