My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Fire Spirit Inferno Tower Electro Dragon

Defensive buildings

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

Inferno Tower

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Valkyrie Electro Dragon

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Arrows The Log

Punishments

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

Hog 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.

Fire Spirit Knight Valkyrie Hog 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.

Valkyrie Hog Rider Electro Dragon

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

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Valkyrie Electro Dragon The Log

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 Arrows Knight Valkyrie Inferno Tower

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit The Log Arrows Knight Valkyrie Hog Rider Inferno Tower Electro Dragon

Shortest cycle

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

9 Fire Spirit The Log Arrows Knight

Attack Synergies 6 5

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
Valkyrie Hog Rider Knight
Arrows
Hog Rider Knight
Knight
Hog Rider Fire Spirit Arrows Electro Dragon The Log
Valkyrie
Fire Spirit Hog Rider Electro Dragon
Hog Rider
Fire Spirit Arrows Knight Valkyrie The Log
Inferno Tower
Electro Dragon
Knight Valkyrie
The Log
Hog Rider Knight

Defense Synergies 4 12

Fire Spirit
Knight Valkyrie Inferno Tower The Log
Arrows
Knight Valkyrie Inferno Tower
Knight
Fire Spirit Inferno Tower Electro Dragon Arrows The Log
Valkyrie
Fire Spirit Arrows Inferno Tower Electro Dragon The Log
Hog Rider
Inferno Tower
Knight The Log Fire Spirit Arrows Valkyrie Electro Dragon
Electro Dragon
Knight Valkyrie Inferno Tower The Log
The Log
Inferno Tower Fire Spirit Knight Valkyrie Electro 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.

Knight Valkyrie Inferno Tower Electro Dragon The Log
Inferno Tower Knight Valkyrie Electro Dragon The Log
Inferno Tower Fire Spirit Knight Valkyrie Electro Dragon
Inferno Tower Knight Valkyrie Electro Dragon
Arrows Valkyrie The Log
Arrows The Log Fire Spirit Valkyrie Electro Dragon
Inferno Tower Fire Spirit Arrows Electro Dragon
Arrows Valkyrie Inferno Tower Electro Dragon The Log
Inferno Tower
Knight Fire Spirit Valkyrie Inferno Tower
Valkyrie Arrows Knight Electro Dragon The Log
Arrows Inferno Tower Electro Dragon
Inferno Tower Fire Spirit Knight Valkyrie Electro Dragon The Log
Fire Spirit Valkyrie Arrows Electro Dragon The Log
Inferno Tower Knight
Inferno Tower The Log
Arrows Knight Valkyrie Inferno Tower Electro Dragon
Fire Spirit Arrows Valkyrie Knight Electro Dragon The Log
Arrows Valkyrie The Log Fire Spirit Knight Electro Dragon
Inferno Tower
Valkyrie Fire Spirit Arrows Knight Electro Dragon The Log

Counters to secondary win conditions

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

Knight Valkyrie Inferno Tower
Arrows Knight Valkyrie Electro Dragon The Log
Knight Valkyrie Inferno Tower Electro Dragon The Log
Valkyrie Knight Inferno Tower The Log
Inferno Tower Knight Valkyrie
Fire Spirit Arrows Electro Dragon
Knight Valkyrie Inferno Tower
Inferno Tower Knight Valkyrie
Electro Dragon Knight Valkyrie Inferno Tower The Log
Inferno Tower
Knight Valkyrie Inferno Tower Electro Dragon
Arrows Valkyrie The Log
Knight Valkyrie Inferno Tower
Valkyrie Electro Dragon
Inferno Tower Electro Dragon Knight Valkyrie The Log
Arrows Valkyrie Inferno Tower Electro Dragon The Log
Arrows Inferno Tower

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.)

Arrows Knight Valkyrie Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows Knight Valkyrie The Log
Fire Spirit Arrows Valkyrie The Log
Arrows Fire Spirit Electro Dragon
Fire Spirit Arrows The Log
Arrows The Log Fire Spirit Electro Dragon
Arrows The Log Electro Dragon
Fire Spirit Electro Dragon
Arrows Knight Valkyrie Electro Dragon The Log
Fire Spirit Arrows Electro Dragon
Fire Spirit Knight The Log
Arrows Electro Dragon
Arrows The Log
Arrows Electro Dragon The Log
Arrows Electro Dragon The Log
Arrows
Fire Spirit Arrows Electro Dragon The Log
Fire Spirit Arrows Valkyrie Electro Dragon The Log
The Log
Arrows
The Log
Arrows Electro Dragon The Log
Arrows The Log Fire Spirit Valkyrie Electro Dragon
Arrows The Log Electro Dragon
Arrows Electro Dragon The Log
Arrows The Log
Fire Spirit Arrows Electro Dragon
Electro Dragon
Arrows Electro Dragon The Log
Arrows Electro Dragon
Arrows The Log
Fire Spirit Electro Dragon
Fire Spirit Arrows Electro Dragon
Arrows The Log
Knight Valkyrie Electro Dragon
Arrows The Log Electro Dragon
Arrows
Electro Dragon
Electro Dragon The Log
Electro Dragon
Electro Dragon The Log
Electro Dragon

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