My Best Clash Royale Deck

Deck Check Rating

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

3 problems 2 warnings Why?

Deck tips

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

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-ground high-damage unit!

You don't have a unit, that attacks ground and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding 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 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!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Missing

Defensive buildings

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

Bomb Tower

Investments

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

Skeletons Ice Spirit Valkyrie

Offensive cards

Win conditions

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

Wall Breakers

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.

Wall Breakers

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 Ice Spirit Valkyrie Wall Breakers

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
Skeletons Wall Breakers
Giant Snowball
Skeletons Wall Breakers
Zap
Skeletons Wall Breakers
Barbarian Barrel
Skeletons Electro Spirit Ice Spirit Valkyrie Bomb Tower Wall Breakers
The Log
Skeletons Electro Spirit Ice Spirit Wall Breakers
Earthquake
Skeletons Bomb Tower
Arrows
Skeletons Electro Spirit Ice Spirit Wall Breakers
Royal Delivery
Skeletons Electro Spirit Ice Spirit Valkyrie Wall Breakers
Fireball
Bomb Tower Wall Breakers
Poison
Bomb Tower
Lightning
Valkyrie Bomb Tower
Rocket
Valkyrie Bomb Tower

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Ice Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Ice Spirit Arrows Valkyrie Bomb Tower 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.

Electro Spirit Ice Spirit Arrows Valkyrie

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.

Ice 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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Electro Spirit Ice Spirit Wall Breakers The Log Arrows Valkyrie Bomb Tower

Shortest cycle

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

5 Skeletons Electro Spirit Ice Spirit Wall Breakers

Attack Synergies 1 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.

Skeletons
Electro Spirit
Wall Breakers
Ice Spirit
Valkyrie Wall Breakers
Arrows
Wall Breakers
Valkyrie
Ice Spirit Wall Breakers
Bomb Tower
Wall Breakers
Electro Spirit Ice Spirit Arrows Valkyrie The Log
The Log
Wall Breakers

Defense Synergies 1 12

Skeletons
Electro Spirit Ice Spirit Bomb Tower The Log
Electro Spirit
Skeletons The Log
Ice Spirit
Skeletons Valkyrie Bomb Tower The Log
Arrows
Valkyrie Bomb Tower
Valkyrie
Ice Spirit Arrows Bomb Tower The Log
Bomb Tower
The Log Skeletons Ice Spirit Arrows Valkyrie
Wall Breakers
The Log
Bomb Tower Skeletons Electro Spirit Ice Spirit 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.

Valkyrie The Log
Bomb Tower Skeletons Ice Spirit Valkyrie The Log
Bomb Tower Skeletons Valkyrie
Bomb Tower Skeletons Valkyrie
Arrows Valkyrie Bomb Tower The Log
Arrows The Log Skeletons Electro Spirit Valkyrie Bomb Tower
Electro Spirit Ice Spirit Arrows Bomb Tower
Electro Spirit Arrows Valkyrie Bomb Tower The Log
Skeletons Bomb Tower
Skeletons Ice Spirit Valkyrie
Valkyrie Skeletons Electro Spirit Arrows Bomb Tower The Log
Arrows
Bomb Tower Skeletons Ice Spirit Valkyrie The Log
Valkyrie Bomb Tower Electro Spirit Ice Spirit Arrows The Log
Bomb Tower
Bomb Tower Ice Spirit The Log
Bomb Tower Skeletons Arrows Valkyrie
Ice Spirit Arrows Bomb Tower Electro Spirit Valkyrie The Log
Arrows Valkyrie Bomb Tower The Log Electro Spirit Ice Spirit
Bomb Tower
Valkyrie Electro Spirit Arrows Bomb Tower The Log

Counters to secondary win conditions

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

Valkyrie Skeletons
Arrows Valkyrie Bomb Tower The Log
Skeletons Ice Spirit Valkyrie Bomb Tower The Log
Valkyrie The Log
Skeletons Valkyrie
Arrows Skeletons Electro Spirit Ice Spirit Bomb Tower
Skeletons Valkyrie Bomb Tower
Valkyrie Bomb Tower
Skeletons Electro Spirit Ice Spirit Valkyrie Bomb Tower The Log
Skeletons
Valkyrie Bomb Tower
Arrows Valkyrie The Log
Skeletons Valkyrie Bomb Tower
Valkyrie Bomb Tower
Skeletons Electro Spirit Ice Spirit Valkyrie Bomb Tower The Log
Arrows Valkyrie Electro Spirit Bomb Tower The Log
Electro Spirit Arrows Bomb 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 Valkyrie The Log
Arrows The Log
Arrows The Log
Arrows Valkyrie The Log
Arrows Valkyrie The Log
Arrows Electro Spirit Ice Spirit
Arrows The Log
Arrows The Log Ice Spirit
Arrows The Log
Arrows Valkyrie The Log
Arrows
The Log
Arrows
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Arrows The Log
Arrows Valkyrie The Log
The Log
Arrows
The Log
Arrows The Log
Arrows The Log Electro Spirit Ice Spirit Valkyrie
Arrows The Log
Arrows The Log
Arrows The Log
Arrows
Electro Spirit Ice Spirit
Arrows The Log
Electro Spirit Ice Spirit Arrows
Arrows The Log
Electro Spirit Ice Spirit
Arrows
Arrows The Log
Valkyrie
Arrows The Log
Arrows
Electro Spirit Ice Spirit The Log
The Log

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