My Best Clash Royale Deck

Deck Check Rating

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

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

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.

Fire Spirit Archers Zappies

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.

Archers Valkyrie Zappies Mega Knight

Offensive cards

Win conditions

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

Mortar

Damage spells

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

Zap Arrows

Punishments

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

Mortar 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 Mortar 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.

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
Archers
Giant Snowball
Fire Spirit Archers Zappies
Zap
Fire Spirit Archers Mortar Zappies
Barbarian Barrel
Fire Spirit Archers Mortar Valkyrie Zappies
The Log
Fire Spirit Archers Zappies
Earthquake
Archers Mortar Zappies
Arrows
Fire Spirit Archers Zappies
Royal Delivery
Fire Spirit Archers Valkyrie Zappies
Fireball
Archers Mortar Zappies
Poison
Archers Mortar Zappies
Lightning
Mortar Valkyrie
Rocket
Mortar Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Arrows Mortar Valkyrie 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 Arrows Valkyrie 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

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.

Great!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Archers Arrows Mortar Valkyrie Zappies Mega Knight

Shortest cycle

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

9 Fire Spirit Zap Archers Arrows

Attack Synergies 3 15

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 Zap Mortar
Zap
Arrows Fire Spirit Archers Mortar Valkyrie Zappies Mega Knight
Archers
Valkyrie Zap Arrows Mortar Mega Knight
Arrows
Zap Archers Mortar Mega Knight
Mortar
Fire Spirit Zap Archers Arrows Zappies
Valkyrie
Fire Spirit Archers Zap Zappies
Zappies
Zap Mortar Valkyrie Mega Knight
Mega Knight
Zap Archers Arrows Zappies

Defense Synergies 3 15

Fire Spirit
Zap Valkyrie
Zap
Mega Knight Fire Spirit Archers Arrows Mortar Valkyrie Zappies
Archers
Valkyrie Zap Mortar Mega Knight
Arrows
Mega Knight Zap Mortar Valkyrie
Mortar
Zap Archers Arrows Valkyrie Zappies
Valkyrie
Archers Fire Spirit Zap Arrows Mortar Zappies
Zappies
Zap Mortar Valkyrie Mega Knight
Mega Knight
Zap Arrows Archers Zappies

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 Mortar Valkyrie Zappies
Zap Mortar Valkyrie Zappies Mega Knight
Mortar Mega Knight Fire Spirit Archers Valkyrie Zappies
Mortar Valkyrie Zappies Mega Knight
Arrows Valkyrie Mega Knight
Arrows Fire Spirit Zap Archers Valkyrie Zappies Mega Knight
Fire Spirit Zap Archers Arrows Mortar Zappies
Zap Arrows Valkyrie Mega Knight
Zappies Mortar
Fire Spirit Archers Valkyrie Zappies Mega Knight
Archers Valkyrie Zap Arrows Zappies Mega Knight
Arrows Zap Archers Zappies
Mortar Mega Knight Fire Spirit Zap Valkyrie Zappies
Fire Spirit Valkyrie Mega Knight Zap Arrows Mortar Zappies
Mortar Zappies Mega Knight
Zap Mortar Zappies Mega Knight
Mega Knight Arrows Mortar Valkyrie Zappies
Fire Spirit Arrows Mortar Mega Knight Zap Archers Valkyrie Zappies
Zap Arrows Mortar Valkyrie Fire Spirit Archers Zappies Mega Knight
Mortar Zappies
Valkyrie Mega Knight Fire Spirit Archers Arrows Zappies

Counters to secondary win conditions

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

Valkyrie Mega Knight Zap Archers Zappies
Zap Archers Arrows Mortar Valkyrie Mega Knight
Zappies Mega Knight Zap Valkyrie
Valkyrie Mega Knight Zap Zappies
Valkyrie Zappies Mega Knight
Fire Spirit Arrows Zap Archers Zappies
Archers Valkyrie Zappies
Mega Knight Valkyrie Zappies
Zap Mega Knight Mortar Valkyrie Zappies
Zappies
Mega Knight Valkyrie Zappies
Mega Knight Zap Arrows Valkyrie
Mega Knight Valkyrie Zappies
Archers Valkyrie Zappies Mega Knight
Zappies Zap Archers Mortar Valkyrie
Arrows Valkyrie Mega Knight Zap Archers Zappies

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 Zap
Arrows
Arrows Valkyrie
Fire Spirit Zap Arrows Mortar Valkyrie Mega Knight
Arrows Fire Spirit Zap
Fire Spirit Archers Arrows Mortar
Arrows Fire Spirit Zap
Arrows Zap Mortar
Fire Spirit
Zap Arrows Mortar Valkyrie
Fire Spirit Zap Archers Arrows
Fire Spirit Mortar
Arrows Mortar
Zap Arrows Mortar
Zap Arrows Mortar
Arrows Mortar Mega Knight
Arrows Mortar
Fire Spirit Zap Archers Arrows Mortar Mega Knight
Fire Spirit Zap Arrows Mortar Valkyrie Mega Knight
Mega Knight
Arrows
Zap Arrows Mortar
Zap Arrows Fire Spirit Mortar Valkyrie Mega Knight
Arrows Mortar Zap
Zap Arrows Mortar Mega Knight
Zap Arrows Mortar
Fire Spirit Zap Archers Arrows
Zap Zappies
Zap Arrows Mortar Mega Knight
Zap Arrows Zappies
Mega Knight
Arrows
Zap Fire Spirit Archers Zappies
Fire Spirit Zap Archers Arrows Zappies
Arrows
Valkyrie Mega Knight
Arrows Zap Mortar
Zap Arrows
Mega Knight
Zap Zappies
Zap Zappies
Zap Mortar Mega Knight

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