My Best Clash Royale Deck

Deck Check Rating

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

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 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!
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.

Wizard

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.

Valkyrie Wizard Dark Prince Sparky

Offensive cards

Win conditions

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

Mortar Hog Rider

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.

Mortar Hog Rider 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.

Mortar Valkyrie Hog Rider Dark Prince

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 Hog Rider 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
Hog Rider Guards Dark Prince Sparky
Giant Snowball
Hog Rider Guards
Zap
Mortar Guards Dark Prince Sparky
Barbarian Barrel
Mortar Valkyrie Wizard Guards Dark Prince Sparky
The Log
Hog Rider Guards Dark Prince Sparky
Earthquake
Mortar Hog Rider Guards
Arrows
Guards
Royal Delivery
Valkyrie Hog Rider Wizard Guards Dark Prince Sparky
Fireball
Mortar Hog Rider Wizard Sparky
Poison
Mortar Wizard Guards Sparky
Lightning
Mortar Valkyrie Wizard Dark Prince Sparky
Rocket
Mortar Valkyrie Hog Rider Wizard Sparky

Against air swarms

Spells and units that can counter air swarms.

Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Mortar Valkyrie Wizard Dark Prince The Log Sparky

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.

Valkyrie Guards Dark Prince Sparky

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.

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.

The Log Guards Mortar Valkyrie Hog Rider Dark Prince Wizard Sparky

Shortest cycle

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

13 The Log Guards Mortar Valkyrie

Attack Synergies 2 14

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.

Mortar
Hog Rider Dark Prince The Log
Valkyrie
Hog Rider Wizard Dark Prince Sparky
Hog Rider
Valkyrie The Log Mortar Wizard Guards Dark Prince
Wizard
Valkyrie Hog Rider Dark Prince Sparky
Guards
Hog Rider The Log
Dark Prince
Mortar Valkyrie Hog Rider Wizard Sparky
The Log
Hog Rider Mortar Guards Sparky
Sparky
Valkyrie Wizard Dark Prince The Log

Defense Synergies 0 14

Mortar
Valkyrie Wizard Guards The Log
Valkyrie
Mortar Wizard The Log Sparky
Hog Rider
Wizard
Mortar Valkyrie Guards Dark Prince The Log
Guards
Mortar Wizard The Log Sparky
Dark Prince
Wizard The Log
The Log
Mortar Valkyrie Wizard Guards Dark Prince Sparky
Sparky
Valkyrie Guards The Log

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 Wizard The Log Sparky
Sparky Mortar Valkyrie Dark Prince The Log
Mortar Sparky Valkyrie Dark Prince
Sparky Mortar Valkyrie Guards Dark Prince
Valkyrie Dark Prince The Log Sparky
The Log Valkyrie Guards Dark Prince
Mortar Wizard
Valkyrie The Log Sparky
Sparky Mortar
Guards Valkyrie Dark Prince Sparky
Valkyrie Guards Wizard Dark Prince The Log
Wizard
Mortar Sparky Valkyrie Wizard Guards Dark Prince The Log
Valkyrie Wizard Sparky Mortar Guards Dark Prince The Log
Sparky Mortar
Mortar The Log Sparky
Wizard Sparky Mortar Valkyrie Dark Prince
Mortar Valkyrie Wizard Guards Dark Prince The Log
Mortar Valkyrie Wizard The Log Guards Dark Prince
Sparky Mortar
Valkyrie Wizard Dark Prince Guards The Log Sparky

Counters to secondary win conditions

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

Valkyrie Guards Dark Prince Sparky
Mortar Valkyrie Wizard The Log
Guards Valkyrie Dark Prince The Log Sparky
Valkyrie Guards Dark Prince The Log Sparky
Valkyrie Guards Dark Prince Sparky
Wizard
Guards Dark Prince Sparky Valkyrie
Valkyrie Dark Prince Sparky
Mortar Valkyrie Dark Prince The Log Sparky
Guards Sparky
Valkyrie Guards Dark Prince Sparky
Valkyrie Guards Dark Prince The Log
Dark Prince Valkyrie Wizard Guards Sparky
Wizard Valkyrie Sparky
Guards Sparky Mortar Valkyrie Dark Prince The Log
Valkyrie Wizard Dark Prince The Log Sparky

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.)

Mortar Valkyrie Guards The Log Sparky
Mortar The Log
The Log Sparky
Valkyrie Guards Dark Prince The Log Sparky
Wizard Mortar Valkyrie Dark Prince The Log Sparky
Wizard
Mortar Wizard The Log Sparky
The Log Wizard
The Log Mortar Wizard
Guards Sparky
Mortar Valkyrie Wizard Dark Prince The Log Sparky
Wizard
Mortar The Log Sparky
Mortar
Mortar The Log Sparky
Mortar Wizard The Log Sparky
Mortar Wizard The Log Sparky
Mortar Sparky
Sparky
Mortar Wizard Dark Prince The Log Sparky
Mortar Valkyrie Wizard The Log
The Log Sparky
Wizard
The Log Sparky
Mortar The Log
The Log Mortar Valkyrie Wizard Dark Prince Sparky
Mortar The Log Wizard Sparky
Mortar Wizard The Log Sparky
Mortar The Log Sparky
Wizard Sparky
Wizard Guards
Sparky
Mortar Wizard The Log Sparky
Sparky
Sparky
Wizard The Log Sparky
Guards Dark Prince
Wizard
The Log
Valkyrie Wizard Dark Prince Sparky
The Log Mortar Wizard
Sparky
Dark Prince Sparky
Guards The Log Sparky
Mortar Dark Prince The Log Sparky

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