My Best Clash Royale Deck

Deck Check Rating

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

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 Bats Electro 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.

Bats Valkyrie Balloon Electro Wizard Lumberjack

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows

Punishments

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

Balloon Lumberjack

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 Valkyrie Balloon Lumberjack

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 Balloon Electro Wizard Lumberjack

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
Bats Guards Balloon
Giant Snowball
Fire Spirit Bats Guards Balloon Lumberjack
Zap
Fire Spirit Bats Guards Balloon
Barbarian Barrel
Fire Spirit Valkyrie Guards Electro Wizard Lumberjack
The Log
Fire Spirit Guards Lumberjack
Earthquake
Guards
Arrows
Fire Spirit Bats Guards
Royal Delivery
Fire Spirit Bats Valkyrie Guards Balloon Electro Wizard Lumberjack
Fireball
Balloon Electro Wizard Lumberjack
Poison
Bats Guards Balloon Electro Wizard
Lightning
Valkyrie Balloon Electro Wizard Lumberjack
Rocket
Valkyrie Balloon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Valkyrie

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 Bats Arrows Valkyrie Guards

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 Electro 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats Arrows Guards Valkyrie Electro Wizard Lumberjack Balloon

Shortest cycle

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

9 Fire Spirit Bats Arrows Guards

Attack Synergies 7 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.

Fire Spirit
Valkyrie Balloon Lumberjack
Bats
Valkyrie Balloon Lumberjack
Arrows
Balloon Lumberjack
Valkyrie
Fire Spirit Bats Balloon Lumberjack Electro Wizard
Guards
Lumberjack
Balloon
Bats Arrows Valkyrie Lumberjack Fire Spirit Electro Wizard
Electro Wizard
Valkyrie Balloon Lumberjack
Lumberjack
Valkyrie Balloon Fire Spirit Bats Arrows Guards Electro Wizard

Defense Synergies 0 12

Fire Spirit
Valkyrie Electro Wizard
Bats
Valkyrie Electro Wizard Lumberjack
Arrows
Valkyrie Lumberjack
Valkyrie
Fire Spirit Bats Arrows Electro Wizard Lumberjack
Guards
Electro Wizard Lumberjack
Balloon
Electro Wizard
Fire Spirit Bats Valkyrie Guards Lumberjack
Lumberjack
Bats Arrows Valkyrie Guards Electro 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.

Valkyrie Electro Wizard
Lumberjack Bats Valkyrie Electro Wizard
Lumberjack Fire Spirit Bats Valkyrie Electro Wizard
Lumberjack Bats Valkyrie Guards Electro Wizard
Arrows Valkyrie Lumberjack
Arrows Fire Spirit Bats Valkyrie Guards Electro Wizard Lumberjack
Bats Electro Wizard Fire Spirit Arrows
Arrows Valkyrie Electro Wizard
Lumberjack
Guards Fire Spirit Valkyrie Electro Wizard Lumberjack
Bats Valkyrie Guards Electro Wizard Arrows Lumberjack
Arrows Bats Electro Wizard
Lumberjack Fire Spirit Bats Valkyrie Guards Electro Wizard
Fire Spirit Valkyrie Bats Arrows Guards Electro Wizard Lumberjack
Electro Wizard Lumberjack
Electro Wizard Lumberjack
Bats Arrows Valkyrie Electro Wizard Lumberjack
Fire Spirit Arrows Valkyrie Bats Guards Electro Wizard Lumberjack
Arrows Valkyrie Fire Spirit Bats Guards Electro Wizard Lumberjack
Electro Wizard Lumberjack
Valkyrie Fire Spirit Bats Arrows Guards Electro Wizard Lumberjack

Counters to secondary win conditions

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

Valkyrie Guards Lumberjack Electro Wizard
Electro Wizard Arrows Valkyrie Lumberjack
Guards Lumberjack Bats Valkyrie Electro Wizard
Valkyrie Guards Lumberjack Bats Electro Wizard
Valkyrie Guards Lumberjack
Fire Spirit Arrows Bats Electro Wizard
Guards Bats Valkyrie Electro Wizard Lumberjack
Valkyrie Lumberjack
Electro Wizard Bats Valkyrie
Guards
Bats Valkyrie Guards Lumberjack
Arrows Valkyrie Guards Electro Wizard
Valkyrie Guards Lumberjack
Valkyrie
Guards Electro Wizard Bats Valkyrie Lumberjack
Bats Arrows Valkyrie Electro Wizard
Arrows Electro Wizard

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 Valkyrie Guards
Arrows Electro Wizard
Arrows
Arrows Valkyrie Guards
Fire Spirit Arrows Valkyrie
Arrows Fire Spirit Bats
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Bats Guards Electro Wizard Lumberjack
Arrows Valkyrie Electro Wizard
Fire Spirit Arrows
Fire Spirit
Arrows
Arrows
Arrows
Arrows
Arrows
Bats
Fire Spirit Arrows Electro Wizard
Fire Spirit Arrows Valkyrie
Arrows
Arrows
Arrows Fire Spirit Valkyrie
Arrows Electro Wizard
Arrows
Arrows
Fire Spirit Bats Arrows Electro Wizard
Electro Wizard Bats Guards
Arrows
Arrows Electro Wizard
Arrows
Electro Wizard Fire Spirit Bats Guards
Fire Spirit Arrows Electro Wizard
Arrows
Valkyrie Electro Wizard Lumberjack
Arrows
Arrows
Bats Guards Electro Wizard
Bats Electro Wizard
Electro Wizard

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