My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Great!
Synergy
RIP
Versatility
Great!
F2P score
Godly!

1 problems 4 warnings Why?

Deck tips

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

PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. 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 low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. 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 way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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

Defensive buildings

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

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Ice Spirit Archers Valkyrie Electro Giant

Offensive cards

Win conditions

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

Electro Giant

Damage spells

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

Missing

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.

Electro Spirit Fire Spirit Ice Spirit Heal Spirit Valkyrie 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.

Electro Spirit 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 Cannon
Zap
Fire Spirit Archers Cannon
Barbarian Barrel
Electro Spirit Fire Spirit Ice Spirit Archers Cannon Heal Spirit Valkyrie
The Log
Electro Spirit Fire Spirit Ice Spirit Archers Cannon Heal Spirit
Earthquake
Archers Cannon
Arrows
Electro Spirit Fire Spirit Ice Spirit Archers Heal Spirit
Royal Delivery
Electro Spirit Fire Spirit Ice Spirit Archers Heal Spirit Valkyrie
Fireball
Archers Cannon
Poison
Archers Cannon
Lightning
Cannon Valkyrie
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit Fire Spirit Ice Spirit Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Fire Spirit Ice Spirit Valkyrie 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.

Electro Spirit Fire Spirit Ice Spirit Heal Spirit Valkyrie Electro Giant

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 Ice Spirit Heal 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Electro Spirit Fire Spirit Ice Spirit Heal Spirit Archers Cannon Valkyrie Electro Giant

Shortest cycle

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

4 Electro Spirit Fire Spirit Ice Spirit Heal Spirit

Attack Synergies 3 4

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.

Electro Spirit
Electro Giant
Fire Spirit
Valkyrie
Ice Spirit
Valkyrie Archers
Archers
Valkyrie Ice Spirit Heal Spirit
Cannon
Heal Spirit
Archers Valkyrie
Valkyrie
Fire Spirit Ice Spirit Archers Heal Spirit
Electro Giant
Electro Spirit

Defense Synergies 1 8

Electro Spirit
Fire Spirit
Ice Spirit Valkyrie
Ice Spirit
Fire Spirit Archers Cannon Valkyrie
Archers
Valkyrie Ice Spirit Cannon
Cannon
Ice Spirit Archers Valkyrie Electro Giant
Heal Spirit
Valkyrie
Archers Fire Spirit Ice Spirit Cannon
Electro Giant
Cannon

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.

Cannon Valkyrie
Ice Spirit Cannon Valkyrie
Cannon Fire Spirit Archers Valkyrie
Cannon Valkyrie
Valkyrie
Electro Spirit Fire Spirit Archers Cannon Valkyrie
Electro Spirit Fire Spirit Ice Spirit Archers Cannon
Electro Spirit Cannon Valkyrie Electro Giant
Cannon
Fire Spirit Ice Spirit Archers Cannon Valkyrie
Archers Valkyrie Electro Spirit Cannon Electro Giant
Archers
Cannon Fire Spirit Ice Spirit Valkyrie
Fire Spirit Valkyrie Electro Spirit Ice Spirit Cannon
Cannon
Ice Spirit Cannon Electro Giant
Cannon Valkyrie
Fire Spirit Ice Spirit Cannon Electro Spirit Archers Valkyrie
Valkyrie Electro Spirit Fire Spirit Ice Spirit Archers Cannon
Cannon
Valkyrie Electro Spirit Fire Spirit Archers Cannon Electro Giant

Counters to secondary win conditions

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

Valkyrie Archers Electro Giant
Archers Valkyrie
Ice Spirit Valkyrie
Valkyrie
Cannon Valkyrie
Fire Spirit Electro Giant Electro Spirit Ice Spirit Archers
Archers Valkyrie
Valkyrie
Electro Spirit Ice Spirit Valkyrie
Cannon
Valkyrie
Valkyrie Electro Giant
Cannon Valkyrie
Archers Cannon Valkyrie Electro Giant
Electro Giant Electro Spirit Ice Spirit Archers Valkyrie
Valkyrie Electro Spirit Archers Cannon Electro Giant

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
Valkyrie
Fire Spirit Valkyrie
Electro Giant Electro Spirit Fire Spirit Ice Spirit
Fire Spirit Archers
Fire Spirit Ice Spirit
Fire Spirit
Valkyrie
Fire Spirit Archers
Fire Spirit
Fire Spirit Archers
Fire Spirit Valkyrie Electro Giant
Electro Giant Electro Spirit Fire Spirit Ice Spirit Valkyrie
Fire Spirit Archers Electro Giant
Electro Spirit Ice Spirit Electro Giant
Electro Spirit Ice Spirit
Electro Spirit Fire Spirit Ice Spirit Archers
Fire Spirit Archers
Valkyrie
Electro Giant
Electro Giant Electro Spirit Ice Spirit
Electro Giant

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