My Best Clash Royale Deck

Deck Check Rating

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

2 problems 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!

Advanced stuff

Defensive cards

Anti-air

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

Magic Archer

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 Royal Giant Valkyrie Magic Archer

Offensive cards

Win conditions

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

Royal Giant

Damage spells

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

Fireball Tornado

Punishments

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

Royal Giant

Pump responses

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

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Royal Giant Valkyrie Magic Archer

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 Magic Archer

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

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fireball Tornado Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fireball Valkyrie Tornado Magic Archer

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 Tornado

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 Fireball

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.

Fireball

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Guards Tornado Fireball Valkyrie Magic Archer Royal Giant

Shortest cycle

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

8 Skeletons Electro Spirit Guards Tornado

Attack Synergies 3 8

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
Royal Giant Fireball
Royal Giant
Fireball Electro Spirit Guards Tornado Magic Archer
Fireball
Royal Giant Tornado Electro Spirit Magic Archer
Valkyrie
Tornado Magic Archer
Guards
Royal Giant
Tornado
Fireball Magic Archer Royal Giant Valkyrie
Magic Archer
Tornado Royal Giant Fireball Valkyrie

Defense Synergies 2 7

Skeletons
Electro Spirit Tornado Magic Archer
Electro Spirit
Skeletons
Royal Giant
Fireball
Tornado Valkyrie
Valkyrie
Fireball Tornado Magic Archer
Guards
Magic Archer
Tornado
Fireball Magic Archer Skeletons Valkyrie
Magic Archer
Tornado Skeletons Valkyrie 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.

Fireball Valkyrie Magic Archer
Skeletons Valkyrie
Tornado Skeletons Valkyrie
Skeletons Valkyrie Guards
Fireball Valkyrie Tornado
Fireball Tornado Skeletons Electro Spirit Valkyrie Guards Magic Archer
Tornado Electro Spirit Fireball Magic Archer
Electro Spirit Fireball Valkyrie Magic Archer
Skeletons Tornado
Guards Tornado Skeletons Valkyrie
Valkyrie Guards Skeletons Electro Spirit Fireball Tornado Magic Archer
Fireball Tornado Magic Archer
Skeletons Fireball Valkyrie Guards
Fireball Valkyrie Electro Spirit Guards Tornado Magic Archer
Tornado Fireball
Skeletons Fireball Valkyrie Tornado
Fireball Electro Spirit Valkyrie Guards Tornado Magic Archer
Valkyrie Tornado Electro Spirit Fireball Guards Magic Archer
Tornado
Valkyrie Electro Spirit Fireball Guards

Counters to secondary win conditions

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

Valkyrie Guards Skeletons Fireball
Fireball Valkyrie Magic Archer
Guards Skeletons Valkyrie
Valkyrie Guards Fireball Tornado
Skeletons Valkyrie Guards
Fireball Skeletons Electro Spirit Tornado Magic Archer
Guards Skeletons Fireball Valkyrie
Valkyrie
Skeletons Electro Spirit Fireball Valkyrie Tornado Magic Archer
Skeletons Guards
Valkyrie Guards
Fireball Valkyrie Guards Tornado
Skeletons Fireball Valkyrie Guards
Fireball Valkyrie Magic Archer
Guards Skeletons Electro Spirit Fireball Valkyrie Tornado Magic Archer
Valkyrie Electro Spirit Fireball Magic Archer
Electro Spirit Fireball

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.)

Fireball Magic Archer Valkyrie Guards
Fireball Tornado Magic Archer
Fireball Magic Archer
Fireball Valkyrie Guards
Fireball Valkyrie Magic Archer
Fireball Electro Spirit Tornado Magic Archer
Tornado Magic Archer
Fireball Tornado Magic Archer
Fireball Tornado
Fireball Guards Tornado
Fireball Valkyrie Tornado Magic Archer
Fireball Tornado Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Fireball Magic Archer
Magic Archer Fireball
Fireball Tornado
Fireball Magic Archer
Fireball Valkyrie Tornado Magic Archer
Fireball Magic Archer
Fireball Tornado
Tornado
Fireball
Tornado Electro Spirit Fireball Valkyrie Magic Archer
Fireball Tornado Magic Archer
Fireball Tornado Magic Archer
Fireball Tornado Magic Archer
Fireball Tornado Magic Archer
Electro Spirit Fireball Guards
Fireball
Fireball Magic Archer
Electro Spirit Fireball Magic Archer
Fireball Magic Archer
Electro Spirit Fireball Guards Magic Archer
Fireball Tornado Magic Archer
Fireball
Fireball Valkyrie Magic Archer
Fireball Magic Archer
Fireball Tornado
Electro Spirit Fireball Guards Tornado Magic Archer
Fireball Tornado Magic Archer
Fireball Tornado Magic Archer
Fireball

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