My Best Clash Royale Deck

Deck Check Rating

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

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 Electro Wizard Inferno 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.

Valkyrie Balloon Giant Skeleton Electro Wizard Inferno Dragon

Offensive cards

Win conditions

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

Balloon

Damage spells

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

Arrows Rage

Punishments

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

Balloon

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 Balloon Giant Skeleton

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 Balloon Giant Skeleton Electro Wizard

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
Balloon Giant Skeleton Inferno Dragon
Giant Snowball
Fire Spirit Balloon Inferno Dragon
Zap
Fire Spirit Balloon Inferno Dragon
Barbarian Barrel
Fire Spirit Valkyrie Giant Skeleton Electro Wizard
The Log
Fire Spirit Giant Skeleton
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Valkyrie Balloon Giant Skeleton Electro Wizard Inferno Dragon
Fireball
Balloon Electro Wizard Inferno Dragon
Poison
Balloon Electro Wizard
Lightning
Valkyrie Balloon Electro Wizard Inferno Dragon
Rocket
Valkyrie Balloon Inferno Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Arrows

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Arrows Valkyrie

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 Rage Giant Skeleton 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.

Fire Spirit 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Rage Arrows Valkyrie Electro Wizard Inferno Dragon Balloon Giant Skeleton

Shortest cycle

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

10 Fire Spirit Rage Arrows Valkyrie

Attack Synergies 4 11

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 Balloon Giant Skeleton Inferno Dragon
Arrows
Balloon Giant Skeleton
Valkyrie
Fire Spirit Balloon Giant Skeleton Electro Wizard
Rage
Balloon Giant Skeleton Electro Wizard
Balloon
Arrows Valkyrie Rage Fire Spirit Giant Skeleton Electro Wizard
Giant Skeleton
Fire Spirit Arrows Valkyrie Rage Balloon Electro Wizard
Electro Wizard
Valkyrie Rage Balloon Giant Skeleton
Inferno Dragon
Fire Spirit

Defense Synergies 0 8

Fire Spirit
Valkyrie Giant Skeleton Electro Wizard
Arrows
Valkyrie Giant Skeleton
Valkyrie
Fire Spirit Arrows Electro Wizard
Rage
Balloon
Giant Skeleton
Fire Spirit Arrows Electro Wizard
Electro Wizard
Fire Spirit Valkyrie Giant Skeleton Inferno Dragon
Inferno Dragon
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.

Valkyrie Electro Wizard
Inferno Dragon Valkyrie Electro Wizard
Fire Spirit Valkyrie Giant Skeleton Electro Wizard Inferno Dragon
Inferno Dragon Valkyrie Electro Wizard
Arrows Valkyrie Giant Skeleton
Arrows Fire Spirit Valkyrie Electro Wizard
Electro Wizard Inferno Dragon Fire Spirit Arrows
Arrows Valkyrie Giant Skeleton Electro Wizard
Inferno Dragon
Fire Spirit Valkyrie Giant Skeleton Electro Wizard
Valkyrie Electro Wizard Arrows Giant Skeleton
Arrows Inferno Dragon Electro Wizard
Fire Spirit Valkyrie Giant Skeleton Electro Wizard
Fire Spirit Valkyrie Arrows Electro Wizard
Inferno Dragon Electro Wizard
Electro Wizard Inferno Dragon
Arrows Valkyrie Electro Wizard
Fire Spirit Arrows Valkyrie Electro Wizard
Arrows Valkyrie Fire Spirit Giant Skeleton Electro Wizard Inferno Dragon
Electro Wizard Inferno Dragon
Valkyrie Fire Spirit Arrows Giant Skeleton Electro Wizard

Counters to secondary win conditions

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

Valkyrie Giant Skeleton Electro Wizard
Electro Wizard Arrows Valkyrie Inferno Dragon
Giant Skeleton Valkyrie Electro Wizard
Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Valkyrie Inferno Dragon
Fire Spirit Arrows Electro Wizard
Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Valkyrie Inferno Dragon
Giant Skeleton Electro Wizard Valkyrie Inferno Dragon
Inferno Dragon
Inferno Dragon Valkyrie Giant Skeleton
Arrows Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Valkyrie
Valkyrie
Electro Wizard Valkyrie Giant Skeleton Inferno Dragon
Arrows Valkyrie Giant Skeleton Electro Wizard 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 Valkyrie Giant Skeleton
Arrows Electro Wizard
Arrows Giant Skeleton
Arrows Valkyrie Giant Skeleton
Fire Spirit Arrows Valkyrie
Arrows Fire Spirit
Fire Spirit Arrows
Arrows Fire Spirit
Arrows
Fire Spirit Electro Wizard
Arrows Valkyrie Electro Wizard
Fire Spirit Arrows
Fire Spirit
Arrows
Arrows
Arrows
Arrows
Arrows
Fire Spirit Arrows Electro Wizard
Fire Spirit Arrows Valkyrie
Giant Skeleton
Arrows
Arrows
Arrows Fire Spirit Valkyrie
Inferno Dragon
Arrows Electro Wizard
Arrows
Arrows
Fire Spirit Arrows Electro Wizard
Electro Wizard
Arrows
Arrows Electro Wizard
Giant Skeleton
Arrows
Electro Wizard Fire Spirit
Fire Spirit Arrows Electro Wizard
Arrows
Valkyrie Electro Wizard
Arrows
Arrows Giant Skeleton
Giant Skeleton Electro Wizard
Electro Wizard
Giant Skeleton Electro Wizard

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