My Best Clash Royale Deck

Deck Check Rating

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

2 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 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!
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!
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 Baby Dragon

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 Elixir Golem Valkyrie Baby Dragon Sparky Goblinstein

Offensive cards

Win conditions

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

Elixir Golem

Damage spells

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

Zap

Punishments

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

Elixir Golem

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.

Elixir Golem 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.

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
Elixir Golem Clone Sparky
Giant Snowball
Clone Baby Dragon
Zap
Firecracker Clone Sparky
Barbarian Barrel
Firecracker Elixir Golem Valkyrie Clone Sparky
The Log
Firecracker Elixir Golem Clone Sparky
Earthquake
Firecracker Elixir Golem Clone
Arrows
Firecracker Clone
Royal Delivery
Firecracker Elixir Golem Valkyrie Clone Baby Dragon Sparky
Fireball
Firecracker Elixir Golem Clone Baby Dragon Sparky
Poison
Firecracker Elixir Golem Clone Sparky
Lightning
Valkyrie Baby Dragon Sparky Goblinstein
Rocket
Valkyrie Sparky

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Valkyrie Baby Dragon Sparky

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.

Elixir Golem Valkyrie Clone Baby Dragon Sparky

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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Zap Firecracker Elixir Golem Clone Valkyrie Baby Dragon Goblinstein Sparky

Shortest cycle

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

11 Zap Firecracker Elixir Golem Clone

Attack Synergies 3 13

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.

Zap
Firecracker Sparky Elixir Golem Valkyrie Baby Dragon
Firecracker
Zap Elixir Golem Valkyrie Baby Dragon Sparky
Elixir Golem
Firecracker Zap Baby Dragon Sparky
Valkyrie
Zap Firecracker Baby Dragon Sparky
Clone
Baby Dragon Sparky
Baby Dragon
Zap Firecracker Elixir Golem Valkyrie Clone Sparky
Sparky
Zap Firecracker Elixir Golem Valkyrie Clone Baby Dragon
Goblinstein

Defense Synergies 1 7

Zap
Firecracker Valkyrie Baby Dragon Sparky
Firecracker
Valkyrie Zap Baby Dragon
Elixir Golem
Valkyrie
Firecracker Zap Baby Dragon Sparky
Clone
Baby Dragon
Zap Firecracker Valkyrie
Sparky
Zap Valkyrie
Goblinstein

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 Baby Dragon Sparky
Sparky Zap Firecracker Valkyrie
Sparky Valkyrie
Sparky Firecracker Valkyrie
Firecracker Valkyrie Sparky
Zap Firecracker Valkyrie Baby Dragon
Zap Firecracker Baby Dragon
Zap Valkyrie Baby Dragon Sparky
Sparky
Firecracker Valkyrie Sparky
Valkyrie Zap Firecracker Baby Dragon
Zap Firecracker Baby Dragon
Sparky Zap Valkyrie
Valkyrie Sparky Zap Firecracker Baby Dragon
Sparky
Zap Sparky
Sparky Firecracker Valkyrie
Zap Firecracker Valkyrie Baby Dragon
Zap Valkyrie Baby Dragon Firecracker
Sparky
Valkyrie Firecracker Baby Dragon Sparky

Counters to secondary win conditions

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

Valkyrie Zap Sparky
Zap Firecracker Valkyrie Baby Dragon
Zap Valkyrie Sparky
Valkyrie Zap Sparky
Valkyrie Sparky
Firecracker Zap Baby Dragon
Sparky Valkyrie
Valkyrie Sparky
Zap Firecracker Valkyrie Baby Dragon Sparky
Sparky
Valkyrie Sparky
Zap Valkyrie
Valkyrie Sparky
Firecracker Valkyrie Baby Dragon Sparky
Sparky Zap Firecracker Valkyrie Baby Dragon
Valkyrie Zap Firecracker Baby Dragon Sparky
Zap

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.)

Firecracker Valkyrie Baby Dragon Sparky
Firecracker Zap Baby Dragon
Baby Dragon Sparky
Firecracker Valkyrie Sparky
Zap Firecracker Valkyrie Baby Dragon Sparky
Firecracker Zap Baby Dragon
Firecracker Baby Dragon Sparky
Zap Firecracker Baby Dragon
Zap Firecracker
Sparky
Firecracker Zap Valkyrie Sparky
Zap Firecracker Baby Dragon
Firecracker Baby Dragon Sparky
Firecracker Baby Dragon
Zap Firecracker Baby Dragon Sparky
Zap Firecracker Baby Dragon Sparky
Firecracker Baby Dragon Sparky
Sparky
Sparky
Zap Firecracker Baby Dragon Sparky
Zap Firecracker Valkyrie Baby Dragon
Baby Dragon Sparky
Sparky
Zap Baby Dragon
Zap Firecracker Valkyrie Baby Dragon Sparky
Firecracker Zap Baby Dragon Sparky
Zap Baby Dragon Sparky
Zap Firecracker Baby Dragon Sparky
Zap Firecracker Baby Dragon Sparky
Zap Firecracker
Sparky
Zap Sparky
Zap Firecracker Sparky
Sparky
Firecracker Sparky
Zap
Zap Firecracker Baby Dragon
Firecracker Valkyrie Baby Dragon Sparky
Zap Firecracker Baby Dragon
Zap Sparky
Firecracker Sparky
Zap Firecracker Baby Dragon Sparky
Firecracker Zap
Zap Firecracker Baby Dragon Sparky
Sparky
Firecracker Sparky

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