My Best Clash Royale Deck

Deck Check Rating

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

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 Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only 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 Inferno Dragon

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.

Valkyrie Rune Giant Prince Inferno Dragon Mega Knight

Offensive cards

Win conditions

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

Rune Giant

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.

Prince 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 Fire Spirit Valkyrie Rune Giant Prince 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

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
Prince Inferno Dragon
Giant Snowball
Fire Spirit Inferno Dragon
Zap
Fire Spirit Prince Inferno Dragon
Barbarian Barrel
Electro Spirit Fire Spirit Valkyrie
The Log
Electro Spirit Fire Spirit Prince
Earthquake
Arrows
Electro Spirit Fire Spirit
Royal Delivery
Electro Spirit Fire Spirit Valkyrie Prince Inferno Dragon
Fireball
Inferno Dragon
Poison
Lightning
Valkyrie Prince Inferno Dragon
Rocket
Valkyrie Prince Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Valkyrie Mega Knight

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.

Electro Spirit Fire Spirit Valkyrie Rune Giant Prince Inferno Dragon Mega Knight

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

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.

Electro Spirit Fire Spirit Berserker Valkyrie Rune Giant Inferno Dragon Prince Mega Knight

Shortest cycle

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

8 Electro Spirit Fire Spirit Berserker Valkyrie

Attack Synergies 6 2

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.

Electro Spirit
Fire Spirit
Valkyrie Prince Inferno Dragon
Berserker
Rune Giant
Valkyrie
Fire Spirit Prince
Rune Giant
Berserker Inferno Dragon
Prince
Valkyrie Mega Knight Fire Spirit
Inferno Dragon
Rune Giant Mega Knight Fire Spirit
Mega Knight
Prince Inferno Dragon

Defense Synergies 0 3

Electro Spirit
Fire Spirit
Valkyrie
Berserker
Valkyrie
Fire Spirit Prince
Rune Giant
Prince
Valkyrie
Inferno Dragon
Mega Knight
Mega Knight
Inferno Dragon

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.

Valkyrie
Inferno Dragon Valkyrie Prince Mega Knight
Prince Mega Knight Fire Spirit Valkyrie Inferno Dragon
Prince Inferno Dragon Valkyrie Mega Knight
Valkyrie Prince Mega Knight
Electro Spirit Fire Spirit Valkyrie Mega Knight
Inferno Dragon Electro Spirit Fire Spirit
Electro Spirit Valkyrie Mega Knight
Inferno Dragon Prince
Fire Spirit Valkyrie Prince Mega Knight
Berserker Valkyrie Electro Spirit Mega Knight
Inferno Dragon
Prince Mega Knight Fire Spirit Valkyrie
Fire Spirit Valkyrie Mega Knight Electro Spirit Prince
Inferno Dragon Prince Mega Knight
Prince Inferno Dragon Mega Knight
Mega Knight Valkyrie Prince
Fire Spirit Valkyrie Mega Knight Electro Spirit Prince
Valkyrie Electro Spirit Fire Spirit Inferno Dragon Mega Knight
Prince Inferno Dragon
Valkyrie Mega Knight Electro Spirit Fire Spirit Prince
Inferno Dragon

Counters to secondary win conditions

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

Valkyrie Mega Knight Prince
Valkyrie Prince Inferno Dragon Mega Knight
Mega Knight Valkyrie Prince
Valkyrie Prince Mega Knight
Valkyrie Prince Inferno Dragon Mega Knight
Fire Spirit Electro Spirit
Prince Valkyrie
Mega Knight Valkyrie Prince Inferno Dragon
Mega Knight Electro Spirit Valkyrie Prince Inferno Dragon
Inferno Dragon
Inferno Dragon Mega Knight Valkyrie Prince
Mega Knight Valkyrie Prince
Prince Mega Knight Valkyrie
Valkyrie Mega Knight
Electro Spirit Valkyrie Prince Inferno Dragon
Valkyrie Mega Knight Electro Spirit Inferno Dragon
Electro Spirit

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
Valkyrie Prince
Fire Spirit Valkyrie Mega Knight
Electro Spirit Fire Spirit
Fire Spirit
Fire Spirit
Fire Spirit Prince
Valkyrie Prince
Fire Spirit
Fire Spirit
Prince
Mega Knight
Fire Spirit Prince Mega Knight
Fire Spirit Valkyrie Mega Knight
Prince Mega Knight
Prince
Electro Spirit Fire Spirit Valkyrie Mega Knight
Inferno Dragon
Prince Mega Knight
Fire Spirit
Electro Spirit
Mega Knight
Electro Spirit
Prince Mega Knight
Electro Spirit Fire Spirit Prince
Fire Spirit
Valkyrie Prince Mega Knight
Prince Mega Knight
Electro Spirit
Prince Mega Knight
Prince Inferno Dragon
Mega Knight

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