My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
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 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.

Inferno Dragon

Defensive buildings

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

Mortar

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 Dark Prince Electro Giant Inferno Dragon

Offensive cards

Win conditions

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

Mortar Electro Giant

Damage spells

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

Arrows

Punishments

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

Mortar Dark Prince

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.

Ice Spirit Mortar Valkyrie Dark Prince Electro Giant

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 Dark Prince

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 Dark Prince Inferno Dragon
Giant Snowball
Skeletons Inferno Dragon
Zap
Skeletons Mortar Dark Prince Inferno Dragon
Barbarian Barrel
Skeletons Ice Spirit Mortar Valkyrie Dark Prince
The Log
Skeletons Ice Spirit Dark Prince
Earthquake
Skeletons Mortar
Arrows
Skeletons Ice Spirit
Royal Delivery
Skeletons Ice Spirit Valkyrie Dark Prince Inferno Dragon
Fireball
Mortar Inferno Dragon
Poison
Mortar
Lightning
Mortar Valkyrie Dark Prince Inferno Dragon
Rocket
Mortar Valkyrie Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Arrows Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Arrows Mortar Valkyrie Dark Prince Electro Giant

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.

Ice Spirit Arrows Valkyrie Dark Prince Electro Giant Inferno Dragon

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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Skeletons Ice Spirit Arrows Mortar Valkyrie Dark Prince Inferno Dragon Electro Giant

Shortest cycle

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

9 Skeletons Ice Spirit Arrows Mortar

Attack Synergies 2 8

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
Ice Spirit
Valkyrie Mortar Dark Prince Inferno Dragon
Arrows
Mortar Dark Prince
Mortar
Ice Spirit Arrows Dark Prince
Valkyrie
Ice Spirit Dark Prince
Dark Prince
Electro Giant Ice Spirit Arrows Mortar Valkyrie
Electro Giant
Dark Prince Inferno Dragon
Inferno Dragon
Ice Spirit Electro Giant

Defense Synergies 0 14

Skeletons
Ice Spirit Mortar Dark Prince Inferno Dragon
Ice Spirit
Skeletons Mortar Valkyrie Dark Prince Inferno Dragon
Arrows
Mortar Valkyrie Dark Prince
Mortar
Skeletons Ice Spirit Arrows Valkyrie Inferno Dragon
Valkyrie
Ice Spirit Arrows Mortar
Dark Prince
Skeletons Ice Spirit Arrows
Electro Giant
Inferno Dragon
Inferno Dragon
Skeletons Ice Spirit Mortar Electro Giant

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.

Mortar Valkyrie
Inferno Dragon Skeletons Ice Spirit Mortar Valkyrie Dark Prince
Mortar Skeletons Valkyrie Dark Prince Inferno Dragon
Inferno Dragon Skeletons Mortar Valkyrie Dark Prince
Arrows Valkyrie Dark Prince
Arrows Skeletons Valkyrie Dark Prince
Inferno Dragon Ice Spirit Arrows Mortar
Arrows Valkyrie Electro Giant
Inferno Dragon Skeletons Mortar
Skeletons Ice Spirit Valkyrie Dark Prince
Valkyrie Skeletons Arrows Dark Prince Electro Giant
Arrows Inferno Dragon
Mortar Skeletons Ice Spirit Valkyrie Dark Prince
Valkyrie Ice Spirit Arrows Mortar Dark Prince
Inferno Dragon Mortar
Ice Spirit Mortar Electro Giant Inferno Dragon
Skeletons Arrows Mortar Valkyrie Dark Prince
Ice Spirit Arrows Mortar Valkyrie Dark Prince
Arrows Mortar Valkyrie Ice Spirit Dark Prince Inferno Dragon
Mortar Inferno Dragon
Valkyrie Dark Prince Arrows Electro Giant

Counters to secondary win conditions

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

Valkyrie Skeletons Dark Prince Electro Giant
Arrows Mortar Valkyrie Inferno Dragon
Skeletons Ice Spirit Valkyrie Dark Prince
Valkyrie Dark Prince
Skeletons Valkyrie Dark Prince Inferno Dragon
Arrows Electro Giant Skeletons Ice Spirit
Dark Prince Skeletons Valkyrie
Valkyrie Dark Prince Inferno Dragon
Skeletons Ice Spirit Mortar Valkyrie Dark Prince Inferno Dragon
Skeletons Inferno Dragon
Inferno Dragon Valkyrie Dark Prince
Arrows Valkyrie Dark Prince Electro Giant
Dark Prince Skeletons Valkyrie
Valkyrie Electro Giant
Electro Giant Skeletons Ice Spirit Mortar Valkyrie Dark Prince Inferno Dragon
Arrows Valkyrie Dark Prince Electro Giant Inferno Dragon

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 Mortar Valkyrie
Arrows Mortar
Arrows
Arrows Valkyrie Dark Prince
Arrows Mortar Valkyrie Dark Prince
Arrows Electro Giant Ice Spirit
Arrows Mortar
Arrows Ice Spirit
Arrows Mortar
Arrows Mortar Valkyrie Dark Prince
Arrows
Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Mortar Dark Prince
Arrows Mortar Valkyrie Electro Giant
Arrows
Arrows Mortar
Arrows Electro Giant Ice Spirit Mortar Valkyrie Dark Prince
Inferno Dragon
Arrows Mortar
Arrows Mortar
Arrows Mortar
Arrows Electro Giant
Ice Spirit Electro Giant
Arrows Mortar
Ice Spirit Arrows
Arrows
Ice Spirit Dark Prince
Arrows
Arrows
Valkyrie Dark Prince
Arrows Mortar
Arrows Electro Giant
Dark Prince
Electro Giant Ice Spirit
Mortar Dark Prince Electro Giant

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