My Best Clash Royale Deck

Deck Check Rating

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

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 clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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 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!

Advanced stuff

Defensive cards

Anti-air

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

Firecracker

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.

Firecracker Valkyrie Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Zap Arrows Rage

Punishments

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

Mega Knight

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 Valkyrie Mega Knight

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 Firecracker 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
Guards
Giant Snowball
Guards
Zap
Firecracker Guards
Barbarian Barrel
Electro Spirit Firecracker Valkyrie Guards
The Log
Electro Spirit Firecracker Guards
Earthquake
Firecracker Guards
Arrows
Electro Spirit Firecracker Guards
Royal Delivery
Electro Spirit Firecracker Valkyrie Guards
Fireball
Firecracker
Poison
Firecracker Guards
Lightning
Valkyrie
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Zap Arrows Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Zap Arrows Firecracker Valkyrie Mega Knight

Ladder info

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 Arrows Valkyrie Rage Guards Mega Knight

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.

Electro Spirit Zap Rage Arrows Firecracker Guards Valkyrie Mega Knight

Shortest cycle

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

8 Electro Spirit Zap Rage Arrows

Attack Synergies 2 7

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.

Electro Spirit
Zap
Zap
Arrows Firecracker Electro Spirit Valkyrie Guards Mega Knight
Arrows
Zap Mega Knight
Firecracker
Zap Valkyrie Mega Knight
Valkyrie
Zap Firecracker
Rage
Guards
Zap
Mega Knight
Zap Arrows Firecracker

Defense Synergies 3 8

Electro Spirit
Zap
Zap
Mega Knight Electro Spirit Arrows Firecracker Valkyrie Guards
Arrows
Mega Knight Zap Valkyrie
Firecracker
Valkyrie Zap Guards Mega Knight
Valkyrie
Firecracker Zap Arrows
Rage
Guards
Zap Firecracker
Mega Knight
Zap Arrows Firecracker

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.

Zap Firecracker Valkyrie
Zap Firecracker Valkyrie Mega Knight
Mega Knight Valkyrie
Firecracker Valkyrie Guards Mega Knight
Arrows Firecracker Valkyrie Mega Knight
Arrows Electro Spirit Zap Firecracker Valkyrie Guards Mega Knight
Electro Spirit Zap Arrows Firecracker
Electro Spirit Zap Arrows Valkyrie Mega Knight
Guards Firecracker Valkyrie Mega Knight
Valkyrie Guards Electro Spirit Zap Arrows Firecracker Mega Knight
Arrows Zap Firecracker
Mega Knight Zap Valkyrie Guards
Valkyrie Mega Knight Electro Spirit Zap Arrows Firecracker Guards
Mega Knight
Zap Mega Knight
Mega Knight Arrows Firecracker Valkyrie
Arrows Valkyrie Mega Knight Electro Spirit Zap Firecracker Guards
Zap Arrows Valkyrie Electro Spirit Firecracker Guards Mega Knight
Valkyrie Mega Knight Electro Spirit Arrows Firecracker Guards

Counters to secondary win conditions

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

Valkyrie Guards Mega Knight Zap
Zap Arrows Firecracker Valkyrie Mega Knight
Guards Mega Knight Zap Valkyrie
Valkyrie Guards Mega Knight Zap
Valkyrie Guards Mega Knight
Arrows Firecracker Electro Spirit Zap
Guards Valkyrie
Mega Knight Valkyrie
Zap Mega Knight Electro Spirit Firecracker Valkyrie
Guards
Mega Knight Valkyrie Guards
Mega Knight Zap Arrows Valkyrie Guards
Mega Knight Valkyrie Guards
Firecracker Valkyrie Mega Knight
Guards Electro Spirit Zap Firecracker Valkyrie
Arrows Valkyrie Mega Knight Electro Spirit Zap Firecracker
Electro Spirit Zap Arrows

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 Firecracker Valkyrie Guards
Arrows Firecracker Zap
Arrows
Arrows Firecracker Valkyrie Guards
Zap Arrows Firecracker Valkyrie Mega Knight
Arrows Firecracker Electro Spirit Zap
Arrows Firecracker
Arrows Zap Firecracker
Arrows Zap Firecracker
Guards
Firecracker Zap Arrows Valkyrie
Zap Arrows Firecracker
Firecracker
Arrows Firecracker
Zap Arrows Firecracker
Zap Arrows Firecracker
Arrows Firecracker Mega Knight
Arrows
Zap Arrows Firecracker Mega Knight
Zap Arrows Firecracker Valkyrie Mega Knight
Mega Knight
Arrows
Zap Arrows
Zap Arrows Firecracker Electro Spirit Valkyrie Mega Knight
Arrows Firecracker Zap
Zap Arrows Mega Knight
Zap Arrows Firecracker
Zap Arrows Firecracker
Zap Electro Spirit Firecracker Guards
Zap Arrows Mega Knight
Zap Electro Spirit Arrows Firecracker
Mega Knight
Arrows Firecracker
Zap Electro Spirit Guards
Zap Arrows Firecracker
Arrows
Firecracker Valkyrie Mega Knight
Arrows Zap Firecracker
Zap Arrows
Firecracker Mega Knight
Zap Electro Spirit Firecracker Guards
Firecracker Zap
Zap Firecracker Mega Knight
Firecracker Mega Knight

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