My Best Clash Royale Deck

Deck Check Rating

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

1 problems 3 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!
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!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. 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 Bats Minions Ice Wizard

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.

Bats Valkyrie Giant Ice Wizard Mega Knight

Offensive cards

Win conditions

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

Giant

Damage spells

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

The Log

Punishments

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

Giant 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.

Fire Spirit Valkyrie Giant 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.

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
Bats Minions Giant
Giant Snowball
Fire Spirit Bats Minions
Zap
Fire Spirit Bats Minions
Barbarian Barrel
Fire Spirit Valkyrie Ice Wizard
The Log
Fire Spirit
Earthquake
Arrows
Fire Spirit Bats Minions
Royal Delivery
Fire Spirit Bats Minions Valkyrie Ice Wizard
Fireball
Minions Ice Wizard
Poison
Bats Minions Ice Wizard
Lightning
Valkyrie Ice Wizard
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Valkyrie The Log Ice Wizard Mega Knight

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 Bats Valkyrie Ice Wizard Mega Knight

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 Minions Ice 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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bats The Log Minions Ice Wizard Valkyrie Giant Mega Knight

Shortest cycle

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

8 Fire Spirit Bats The Log Minions

Attack Synergies 6 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.

Fire Spirit
Valkyrie Giant
Bats
Valkyrie Giant Mega Knight Minions
Minions
Giant Mega Knight Bats Valkyrie
Valkyrie
Fire Spirit Bats Minions Giant
Giant
Bats Minions Fire Spirit Valkyrie The Log Ice Wizard
The Log
Giant Mega Knight
Ice Wizard
Giant
Mega Knight
Bats Minions The Log

Defense Synergies 1 15

Fire Spirit
Valkyrie The Log
Bats
Minions Valkyrie The Log Ice Wizard Mega Knight
Minions
Valkyrie Bats The Log Ice Wizard Mega Knight
Valkyrie
Minions Fire Spirit Bats The Log Ice Wizard
Giant
The Log
Fire Spirit Bats Minions Valkyrie Ice Wizard Mega Knight
Ice Wizard
Bats Minions Valkyrie The Log Mega Knight
Mega Knight
Bats Minions The Log Ice 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.

Minions Valkyrie The Log
Bats Minions Valkyrie The Log Ice Wizard Mega Knight
Mega Knight Fire Spirit Bats Minions Valkyrie Ice Wizard
Bats Minions Valkyrie Ice Wizard Mega Knight
Valkyrie The Log Mega Knight
The Log Fire Spirit Bats Minions Valkyrie Ice Wizard Mega Knight
Bats Minions Fire Spirit Ice Wizard
Valkyrie The Log Mega Knight
Minions Ice Wizard
Fire Spirit Valkyrie Ice Wizard Mega Knight
Bats Minions Valkyrie Ice Wizard The Log Mega Knight
Minions Bats Ice Wizard
Mega Knight Fire Spirit Bats Minions Valkyrie The Log Ice Wizard
Fire Spirit Valkyrie Mega Knight Bats Minions The Log
Mega Knight
The Log Mega Knight
Mega Knight Bats Minions Valkyrie
Fire Spirit Mega Knight Bats Minions Valkyrie The Log Ice Wizard
Valkyrie The Log Fire Spirit Bats Minions Ice Wizard Mega Knight
Valkyrie Mega Knight Fire Spirit Bats Minions The Log

Counters to secondary win conditions

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

Valkyrie Mega Knight
Valkyrie The Log Mega Knight
Mega Knight Bats Minions Valkyrie The Log
Valkyrie Mega Knight Bats The Log
Valkyrie Mega Knight
Fire Spirit Bats Minions Ice Wizard
Bats Minions Valkyrie Ice Wizard
Mega Knight Valkyrie
Mega Knight Bats Minions Valkyrie The Log
Mega Knight Bats Minions Valkyrie
Mega Knight Valkyrie The Log
Mega Knight Valkyrie
Valkyrie Mega Knight
Bats Minions Valkyrie The Log
Bats Minions Valkyrie Mega Knight The Log Ice 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.)

Valkyrie The Log
The Log Ice Wizard
The Log
Valkyrie The Log
Fire Spirit Valkyrie The Log Mega Knight
Fire Spirit Bats Minions Ice Wizard
Fire Spirit The Log
The Log Fire Spirit Ice Wizard
The Log
Fire Spirit Bats Minions
Valkyrie The Log
Fire Spirit
Fire Spirit The Log
Minions
The Log
The Log
The Log Mega Knight
Bats Minions
Fire Spirit The Log Mega Knight
Fire Spirit Valkyrie The Log Mega Knight
Minions The Log Mega Knight
The Log
The Log
The Log Fire Spirit Valkyrie Ice Wizard Mega Knight
The Log Ice Wizard
The Log Mega Knight
The Log
Fire Spirit Bats Ice Wizard
Bats Minions
The Log Mega Knight
Mega Knight
The Log
Fire Spirit Bats Minions
Fire Spirit Ice Wizard
The Log
Valkyrie Mega Knight
The Log
Mega Knight
Bats Minions The Log
Bats
The Log Mega Knight

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