My Best Clash Royale Deck

Deck Check Rating

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

2 problems 4 warnings Why?

Missing cards in your collection

Goblinstein

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!
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.

Fire Spirit Wizard

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.

Knight Royal Giant Valkyrie Wizard Giant Skeleton

Offensive cards

Win conditions

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

Royal Giant Hog 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.

Royal Giant 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 Royal Giant Valkyrie Hog Rider Giant Skeleton

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 Giant Skeleton

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
Royal Giant Hog Rider Giant Skeleton
Giant Snowball
Fire Spirit Hog Rider
Zap
Fire Spirit Royal Giant
Barbarian Barrel
Fire Spirit Knight Valkyrie Wizard Giant Skeleton
The Log
Fire Spirit Royal Giant Hog Rider Giant Skeleton
Earthquake
Hog Rider
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Knight Valkyrie Hog Rider Wizard Giant Skeleton
Fireball
Hog Rider Wizard
Poison
Wizard
Lightning
Knight Valkyrie Wizard
Rocket
Valkyrie Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Valkyrie Wizard

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 Knight Valkyrie Giant Skeleton

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

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 Wizard

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.

Mirror Fire Spirit Knight Valkyrie Hog Rider Wizard Royal Giant Giant Skeleton

Shortest cycle

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

8 Mirror Fire Spirit Knight Valkyrie

Attack Synergies 5 14

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
Royal Giant Valkyrie Hog Rider Knight Giant Skeleton
Knight
Hog Rider Fire Spirit Wizard
Royal Giant
Fire Spirit Hog Rider Wizard Mirror Giant Skeleton
Valkyrie
Fire Spirit Hog Rider Wizard Giant Skeleton
Hog Rider
Fire Spirit Knight Valkyrie Royal Giant Wizard Mirror Giant Skeleton
Wizard
Knight Royal Giant Valkyrie Hog Rider Giant Skeleton
Mirror
Royal Giant Hog Rider Giant Skeleton
Giant Skeleton
Fire Spirit Royal Giant Valkyrie Hog Rider Wizard Mirror

Defense Synergies 1 6

Fire Spirit
Knight Valkyrie Giant Skeleton
Knight
Fire Spirit Wizard
Royal Giant
Valkyrie
Fire Spirit Wizard Mirror
Hog Rider
Wizard
Knight Valkyrie Giant Skeleton
Mirror
Valkyrie
Giant Skeleton
Fire Spirit Wizard

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 Wizard
Knight Valkyrie
Fire Spirit Knight Valkyrie Giant Skeleton
Knight Valkyrie
Valkyrie Giant Skeleton
Fire Spirit Valkyrie
Fire Spirit Wizard
Valkyrie Giant Skeleton
Knight Fire Spirit Valkyrie Giant Skeleton
Valkyrie Knight Wizard Giant Skeleton
Wizard
Fire Spirit Knight Valkyrie Wizard Giant Skeleton
Fire Spirit Valkyrie Wizard
Knight
Wizard Knight Valkyrie
Fire Spirit Knight Valkyrie Wizard
Valkyrie Wizard Fire Spirit Knight Giant Skeleton
Valkyrie Wizard Fire Spirit Knight Giant Skeleton

Counters to secondary win conditions

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

Knight Valkyrie Giant Skeleton
Knight Valkyrie Wizard
Giant Skeleton Knight Valkyrie
Valkyrie Giant Skeleton Knight
Giant Skeleton Knight Valkyrie
Fire Spirit Wizard
Knight Valkyrie Giant Skeleton
Giant Skeleton Knight Valkyrie
Giant Skeleton Knight Valkyrie
Knight Valkyrie Giant Skeleton
Valkyrie Giant Skeleton
Giant Skeleton Knight Valkyrie Wizard
Wizard Valkyrie
Knight Valkyrie Giant Skeleton
Valkyrie Wizard Giant Skeleton

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.)

Knight Valkyrie Giant Skeleton
Giant Skeleton
Knight Valkyrie Giant Skeleton
Wizard Fire Spirit Valkyrie
Wizard Fire Spirit
Fire Spirit Wizard
Fire Spirit Wizard
Wizard
Fire Spirit
Knight Valkyrie Wizard
Fire Spirit Wizard
Fire Spirit Knight
Wizard
Wizard
Fire Spirit Wizard
Fire Spirit Valkyrie Wizard
Giant Skeleton
Wizard
Fire Spirit Valkyrie Wizard
Wizard
Wizard
Fire Spirit Wizard
Wizard
Wizard
Giant Skeleton
Wizard
Fire Spirit
Fire Spirit Wizard
Knight Valkyrie Wizard
Wizard
Giant Skeleton
Giant Skeleton
Giant Skeleton
Wizard

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