My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
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 Archers Baby Dragon Electro Wizard

Defensive buildings

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

Mortar

Investments

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

Archers Royal Giant Valkyrie Baby Dragon Electro Wizard

Offensive cards

Win conditions

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

Mortar Royal Giant

Damage spells

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

Rage

Punishments

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

Mortar Royal Giant

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 Mortar Royal Giant Valkyrie Baby Dragon

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 Electro Wizard

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
Archers Royal Giant
Giant Snowball
Fire Spirit Archers Baby Dragon
Zap
Fire Spirit Archers Mortar Royal Giant
Barbarian Barrel
Fire Spirit Archers Mortar Valkyrie Electro Wizard
The Log
Fire Spirit Archers Royal Giant
Earthquake
Archers Mortar
Arrows
Fire Spirit Archers
Royal Delivery
Fire Spirit Archers Valkyrie Baby Dragon Electro Wizard
Fireball
Archers Mortar Baby Dragon Electro Wizard
Poison
Archers Mortar Electro Wizard
Lightning
Mortar Valkyrie Baby Dragon Electro Wizard
Rocket
Mortar Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Mortar Valkyrie Baby Dragon

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 Valkyrie Rage Baby Dragon

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 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Rage Archers Mortar Valkyrie Baby Dragon Electro Wizard Royal Giant

Shortest cycle

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

10 Fire Spirit Rage Archers Mortar

Attack Synergies 4 12

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 Mortar Baby Dragon
Archers
Valkyrie Mortar Royal Giant Baby Dragon
Mortar
Royal Giant Fire Spirit Archers Baby Dragon
Royal Giant
Fire Spirit Mortar Archers Baby Dragon Electro Wizard
Valkyrie
Fire Spirit Archers Baby Dragon Electro Wizard
Rage
Electro Wizard
Baby Dragon
Fire Spirit Archers Mortar Royal Giant Valkyrie Electro Wizard
Electro Wizard
Royal Giant Valkyrie Rage Baby Dragon

Defense Synergies 1 10

Fire Spirit
Valkyrie Electro Wizard
Archers
Valkyrie Mortar Baby Dragon Electro Wizard
Mortar
Archers Valkyrie Baby Dragon Electro Wizard
Royal Giant
Valkyrie
Archers Fire Spirit Mortar Baby Dragon Electro Wizard
Rage
Baby Dragon
Archers Mortar Valkyrie
Electro Wizard
Fire Spirit Archers Mortar Valkyrie

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.

Mortar Valkyrie Baby Dragon Electro Wizard
Mortar Valkyrie Electro Wizard
Mortar Fire Spirit Archers Valkyrie Electro Wizard
Mortar Valkyrie Electro Wizard
Valkyrie
Fire Spirit Archers Valkyrie Baby Dragon Electro Wizard
Electro Wizard Fire Spirit Archers Mortar Baby Dragon
Valkyrie Baby Dragon Electro Wizard
Mortar
Fire Spirit Archers Valkyrie Electro Wizard
Archers Valkyrie Electro Wizard Baby Dragon
Archers Baby Dragon Electro Wizard
Mortar Fire Spirit Valkyrie Electro Wizard
Fire Spirit Valkyrie Mortar Baby Dragon Electro Wizard
Mortar Electro Wizard
Mortar Electro Wizard
Mortar Valkyrie Electro Wizard
Fire Spirit Mortar Archers Valkyrie Baby Dragon Electro Wizard
Mortar Valkyrie Baby Dragon Fire Spirit Archers Electro Wizard
Mortar Electro Wizard
Valkyrie Fire Spirit Archers Baby Dragon Electro Wizard

Counters to secondary win conditions

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

Valkyrie Archers Electro Wizard
Electro Wizard Archers Mortar Valkyrie Baby Dragon
Valkyrie Electro Wizard
Valkyrie Electro Wizard
Valkyrie
Fire Spirit Archers Baby Dragon Electro Wizard
Archers Valkyrie Electro Wizard
Valkyrie
Electro Wizard Mortar Valkyrie Baby Dragon
Valkyrie
Valkyrie Electro Wizard
Valkyrie
Archers Valkyrie Baby Dragon
Electro Wizard Archers Mortar Valkyrie Baby Dragon
Valkyrie Archers Baby Dragon Electro Wizard
Mortar

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.)

Mortar Valkyrie Baby Dragon
Mortar Baby Dragon Electro Wizard
Baby Dragon
Valkyrie
Fire Spirit Mortar Valkyrie Baby Dragon
Fire Spirit Baby Dragon
Fire Spirit Archers Mortar Baby Dragon
Fire Spirit Baby Dragon
Mortar
Fire Spirit Electro Wizard
Mortar Valkyrie Electro Wizard
Fire Spirit Archers Baby Dragon
Fire Spirit Mortar Baby Dragon
Mortar Baby Dragon
Mortar Baby Dragon
Mortar Baby Dragon
Mortar Baby Dragon
Mortar
Fire Spirit Archers Mortar Baby Dragon Electro Wizard
Fire Spirit Mortar Valkyrie Baby Dragon
Baby Dragon
Mortar Baby Dragon
Fire Spirit Mortar Valkyrie Baby Dragon
Mortar Baby Dragon Electro Wizard
Mortar Baby Dragon
Mortar Baby Dragon
Fire Spirit Archers Baby Dragon Electro Wizard
Electro Wizard
Mortar
Electro Wizard
Electro Wizard Fire Spirit Archers
Fire Spirit Archers Baby Dragon Electro Wizard
Valkyrie Baby Dragon Electro Wizard
Mortar Baby Dragon
Baby Dragon Electro Wizard
Electro Wizard
Mortar Baby Dragon Electro Wizard

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