My Best Clash Royale Deck

Deck Check Rating

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

1 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!
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 Electro Wizard Ram Rider

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.

Knight Firecracker Elixir Golem Valkyrie Electro Wizard Ram Rider

Offensive cards

Win conditions

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

Elixir Golem Ram Rider

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 Ram Rider

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.

Knight Elixir Golem Valkyrie Ram Rider

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 Electro Wizard Ram Rider

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 Guards Ram Rider
Giant Snowball
Guards Ram Rider
Zap
Firecracker Guards Ram Rider
Barbarian Barrel
Knight Firecracker Elixir Golem Valkyrie Guards Electro Wizard
The Log
Firecracker Elixir Golem Guards Ram Rider
Earthquake
Firecracker Elixir Golem Guards
Arrows
Firecracker Guards
Royal Delivery
Knight Firecracker Elixir Golem Valkyrie Guards Electro Wizard Ram Rider
Fireball
Firecracker Elixir Golem Electro Wizard Ram Rider
Poison
Firecracker Elixir Golem Guards Electro Wizard
Lightning
Knight Valkyrie Electro Wizard Ram Rider
Rocket
Valkyrie Ram Rider

Against air swarms

Spells and units that can counter air swarms.

Zap Firecracker

Against ground swarms

Spells and units that can counter ground swarms.

Zap Firecracker Valkyrie

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.

Knight Elixir Golem 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.

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.

Zap Knight Firecracker Elixir Golem Guards Valkyrie Electro Wizard Ram Rider

Shortest cycle

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

11 Zap Knight Firecracker Elixir Golem

Attack Synergies 5 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.

Zap
Firecracker Electro Wizard Ram Rider Knight Elixir Golem Valkyrie Guards
Knight
Firecracker Zap Electro Wizard Ram Rider
Firecracker
Zap Knight Elixir Golem Valkyrie Ram Rider
Elixir Golem
Firecracker Zap
Valkyrie
Zap Firecracker Electro Wizard Ram Rider
Guards
Zap Ram Rider
Electro Wizard
Zap Knight Valkyrie Ram Rider
Ram Rider
Zap Knight Firecracker Valkyrie Guards Electro Wizard

Defense Synergies 4 10

Zap
Electro Wizard Knight Firecracker Valkyrie Guards Ram Rider
Knight
Firecracker Electro Wizard Zap
Firecracker
Knight Valkyrie Zap Guards Electro Wizard
Elixir Golem
Valkyrie
Firecracker Zap Electro Wizard
Guards
Zap Firecracker Electro Wizard
Electro Wizard
Zap Knight Firecracker Valkyrie Guards Ram Rider
Ram Rider
Zap 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.

Zap Knight Firecracker Valkyrie Electro Wizard Ram Rider
Zap Knight Firecracker Valkyrie Electro Wizard Ram Rider
Ram Rider Knight Valkyrie Electro Wizard
Knight Firecracker Valkyrie Guards Electro Wizard Ram Rider
Firecracker Valkyrie
Zap Firecracker Valkyrie Guards Electro Wizard
Electro Wizard Ram Rider Zap Firecracker
Zap Valkyrie Electro Wizard Ram Rider
Knight Guards Firecracker Valkyrie Electro Wizard
Valkyrie Guards Electro Wizard Zap Knight Firecracker Ram Rider
Zap Firecracker Electro Wizard Ram Rider
Zap Knight Valkyrie Guards Electro Wizard Ram Rider
Valkyrie Zap Firecracker Guards Electro Wizard
Knight Electro Wizard Ram Rider
Zap Electro Wizard Ram Rider
Knight Firecracker Valkyrie Electro Wizard
Valkyrie Zap Knight Firecracker Guards Electro Wizard Ram Rider
Zap Valkyrie Knight Firecracker Guards Electro Wizard Ram Rider
Electro Wizard Ram Rider
Valkyrie Knight Firecracker Guards Electro Wizard
Guards

Counters to secondary win conditions

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

Knight Valkyrie Guards Zap Electro Wizard
Electro Wizard Zap Knight Firecracker Valkyrie
Guards Zap Knight Valkyrie Electro Wizard Ram Rider
Valkyrie Guards Zap Knight Electro Wizard Ram Rider
Knight Valkyrie Guards Ram Rider
Firecracker Zap Electro Wizard Ram Rider
Guards Knight Valkyrie Electro Wizard Ram Rider
Knight Valkyrie
Zap Electro Wizard Knight Firecracker Valkyrie
Guards
Knight Valkyrie Guards
Zap Valkyrie Guards Electro Wizard
Knight Valkyrie Guards Ram Rider
Firecracker Valkyrie
Guards Electro Wizard Zap Knight Firecracker Valkyrie
Valkyrie Zap Firecracker Electro Wizard
Zap 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.)

Knight Firecracker Valkyrie Guards
Firecracker Zap Electro Wizard Ram Rider
Knight Firecracker Valkyrie Guards
Zap Firecracker Valkyrie
Firecracker Zap Ram Rider
Firecracker
Zap Firecracker Ram Rider
Zap Firecracker Ram Rider
Guards Electro Wizard
Firecracker Zap Knight Valkyrie Electro Wizard Ram Rider
Zap Firecracker
Knight Firecracker
Firecracker
Zap Firecracker
Zap Firecracker
Firecracker
Zap Firecracker Electro Wizard
Zap Firecracker Valkyrie
Zap
Zap Firecracker Valkyrie
Firecracker Zap Electro Wizard Ram Rider
Zap Ram Rider
Zap Firecracker
Zap Firecracker Electro Wizard
Zap Electro Wizard Firecracker Guards
Zap
Zap Firecracker Electro Wizard
Firecracker
Zap Electro Wizard Guards
Zap Firecracker Electro Wizard Ram Rider
Knight Firecracker Valkyrie Electro Wizard
Zap Firecracker
Zap
Firecracker
Zap Firecracker Guards Electro Wizard
Firecracker Zap Electro Wizard
Zap Firecracker Electro Wizard
Firecracker

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