My Best Clash Royale Deck

Deck Check Rating

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

2 problems 2 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!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. 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 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.

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.

Skeletons Valkyrie Ram Rider Sparky Mega Knight

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.

Zap

Punishments

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

Ram Rider Mega Knight

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.

Electro Spirit Valkyrie Ram Rider Mega 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.

Electro Spirit 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
Skeletons Guards Ram Rider Sparky
Giant Snowball
Skeletons Guards Ram Rider
Zap
Skeletons Guards Ram Rider Sparky
Barbarian Barrel
Skeletons Electro Spirit Valkyrie Guards Sparky
The Log
Skeletons Electro Spirit Guards Ram Rider Sparky
Earthquake
Skeletons Guards
Arrows
Skeletons Electro Spirit Guards
Royal Delivery
Skeletons Electro Spirit Valkyrie Guards Ram Rider Sparky
Fireball
Ram Rider Sparky
Poison
Guards Sparky
Lightning
Valkyrie Ram Rider Sparky
Rocket
Valkyrie Ram Rider Sparky

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Valkyrie Sparky Mega Knight

Ladder info

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.

Electro Spirit Valkyrie Guards Sparky Mega Knight

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Zap Guards Valkyrie Ram Rider Sparky Mega Knight

Shortest cycle

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

7 Skeletons Electro Spirit Zap Guards

Attack Synergies 2 10

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
Electro Spirit
Zap Ram Rider Sparky
Zap
Ram Rider Sparky Electro Spirit Valkyrie Guards Mega Knight
Valkyrie
Zap Ram Rider Sparky
Guards
Zap Ram Rider
Ram Rider
Zap Electro Spirit Valkyrie Guards Mega Knight
Sparky
Zap Electro Spirit Valkyrie
Mega Knight
Zap Ram Rider

Defense Synergies 1 11

Skeletons
Electro Spirit Zap Ram Rider Sparky
Electro Spirit
Skeletons Zap
Zap
Mega Knight Skeletons Electro Spirit Valkyrie Guards Ram Rider Sparky
Valkyrie
Zap Sparky
Guards
Zap Sparky
Ram Rider
Skeletons Zap
Sparky
Skeletons Zap Valkyrie Guards
Mega Knight
Zap

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.

Zap Valkyrie Ram Rider Sparky
Sparky Skeletons Zap Valkyrie Ram Rider Mega Knight
Ram Rider Sparky Mega Knight Skeletons Valkyrie
Sparky Skeletons Valkyrie Guards Ram Rider Mega Knight
Valkyrie Sparky Mega Knight
Skeletons Electro Spirit Zap Valkyrie Guards Mega Knight
Ram Rider Electro Spirit Zap
Electro Spirit Zap Valkyrie Ram Rider Sparky Mega Knight
Sparky Skeletons
Guards Skeletons Valkyrie Sparky Mega Knight
Valkyrie Guards Skeletons Electro Spirit Zap Ram Rider Mega Knight
Zap Ram Rider
Sparky Mega Knight Skeletons Zap Valkyrie Guards Ram Rider
Valkyrie Sparky Mega Knight Electro Spirit Zap Guards
Sparky Ram Rider Mega Knight
Zap Ram Rider Sparky Mega Knight
Sparky Mega Knight Skeletons Valkyrie
Valkyrie Mega Knight Electro Spirit Zap Guards Ram Rider
Zap Valkyrie Electro Spirit Guards Ram Rider Mega Knight
Sparky Ram Rider
Valkyrie Mega Knight Electro Spirit Guards Sparky

Counters to secondary win conditions

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

Valkyrie Guards Mega Knight Skeletons Zap Sparky
Zap Valkyrie Mega Knight
Guards Mega Knight Skeletons Zap Valkyrie Ram Rider Sparky
Valkyrie Guards Mega Knight Zap Ram Rider Sparky
Skeletons Valkyrie Guards Ram Rider Sparky Mega Knight
Skeletons Electro Spirit Zap Ram Rider
Guards Sparky Skeletons Valkyrie Ram Rider
Mega Knight Valkyrie Sparky
Zap Mega Knight Skeletons Electro Spirit Valkyrie Sparky
Skeletons Guards Sparky
Mega Knight Valkyrie Guards Sparky
Mega Knight Zap Valkyrie Guards
Mega Knight Skeletons Valkyrie Guards Ram Rider Sparky
Valkyrie Sparky Mega Knight
Guards Sparky Skeletons Electro Spirit Zap Valkyrie
Valkyrie Mega Knight Electro Spirit Zap Sparky
Electro Spirit Zap

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.)

Valkyrie Guards Sparky
Zap Ram Rider
Sparky
Valkyrie Guards Sparky
Zap Valkyrie Sparky Mega Knight
Electro Spirit Zap Ram Rider
Sparky
Zap Ram Rider
Zap Ram Rider
Guards Sparky
Zap Valkyrie Ram Rider Sparky
Zap
Sparky
Zap Sparky
Zap Sparky
Sparky Mega Knight
Sparky
Sparky
Zap Sparky Mega Knight
Zap Valkyrie Mega Knight
Sparky Mega Knight
Sparky
Zap
Zap Electro Spirit Valkyrie Sparky Mega Knight
Zap Ram Rider Sparky
Zap Ram Rider Sparky Mega Knight
Zap Sparky
Zap Sparky
Zap Electro Spirit Guards
Sparky
Zap Sparky Mega Knight
Zap Electro Spirit Sparky
Sparky Mega Knight
Sparky
Zap Electro Spirit Guards
Zap Ram Rider
Valkyrie Sparky Mega Knight
Zap
Zap Sparky
Sparky Mega Knight
Zap Electro Spirit Guards Sparky
Zap
Zap Sparky Mega Knight
Sparky
Sparky Mega Knight

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