My Best Clash Royale Deck

Deck Check Rating

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

2 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 No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
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!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Fire Spirit Firecracker Tesla Musketeer Zappies Electro Dragon

Defensive buildings

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

Tesla

Investments

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

Firecracker Tesla Musketeer Valkyrie Zappies Electro Dragon Mega Knight

Offensive cards

Win conditions

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

Missing

Damage spells

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

Missing

Punishments

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

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 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.

Firecracker Valkyrie Electro Dragon

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
Giant Snowball
Fire Spirit Musketeer Zappies Electro Dragon
Zap
Fire Spirit Firecracker Zappies
Barbarian Barrel
Fire Spirit Firecracker Tesla Musketeer Valkyrie Zappies
The Log
Fire Spirit Firecracker Musketeer Zappies
Earthquake
Firecracker Tesla Zappies
Arrows
Fire Spirit Firecracker Zappies
Royal Delivery
Fire Spirit Firecracker Musketeer Valkyrie Zappies Electro Dragon
Fireball
Firecracker Tesla Musketeer Zappies Electro Dragon
Poison
Firecracker Musketeer Zappies Electro Dragon
Lightning
Tesla Musketeer Valkyrie Electro Dragon
Rocket
Musketeer Valkyrie Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Firecracker Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Firecracker Valkyrie Electro Dragon 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 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 Musketeer

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.

Fire Spirit Firecracker Tesla Musketeer Valkyrie Zappies Electro Dragon Mega Knight

Shortest cycle

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

12 Fire Spirit Firecracker Tesla Musketeer

Attack Synergies 2 10

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
Firecracker
Valkyrie Zappies Mega Knight
Tesla
Musketeer
Valkyrie Electro Dragon Mega Knight
Valkyrie
Fire Spirit Musketeer Firecracker Zappies Electro Dragon
Zappies
Firecracker Valkyrie Electro Dragon Mega Knight
Electro Dragon
Musketeer Valkyrie Zappies Mega Knight
Mega Knight
Firecracker Musketeer Zappies Electro Dragon

Defense Synergies 3 14

Fire Spirit
Firecracker Valkyrie
Firecracker
Valkyrie Fire Spirit Tesla Musketeer Zappies Electro Dragon Mega Knight
Tesla
Musketeer Firecracker Valkyrie Zappies
Musketeer
Tesla Valkyrie Firecracker Zappies Mega Knight
Valkyrie
Firecracker Musketeer Fire Spirit Tesla Zappies Electro Dragon
Zappies
Firecracker Tesla Musketeer Valkyrie Mega Knight
Electro Dragon
Firecracker Valkyrie
Mega Knight
Firecracker Musketeer 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.

Firecracker Tesla Musketeer Valkyrie Zappies Electro Dragon
Firecracker Tesla Musketeer Valkyrie Zappies Electro Dragon Mega Knight
Tesla Mega Knight Fire Spirit Musketeer Valkyrie Zappies Electro Dragon
Tesla Firecracker Musketeer Valkyrie Zappies Electro Dragon Mega Knight
Firecracker Valkyrie Mega Knight
Fire Spirit Firecracker Tesla Musketeer Valkyrie Zappies Electro Dragon Mega Knight
Tesla Musketeer Fire Spirit Firecracker Zappies Electro Dragon
Tesla Musketeer Valkyrie Electro Dragon Mega Knight
Tesla Zappies Musketeer
Fire Spirit Firecracker Tesla Musketeer Valkyrie Zappies Mega Knight
Valkyrie Firecracker Tesla Musketeer Zappies Electro Dragon Mega Knight
Tesla Musketeer Firecracker Zappies Electro Dragon
Tesla Mega Knight Fire Spirit Musketeer Valkyrie Zappies Electro Dragon
Fire Spirit Valkyrie Mega Knight Firecracker Tesla Zappies Electro Dragon
Tesla Zappies Mega Knight
Tesla Zappies Mega Knight
Tesla Mega Knight Firecracker Musketeer Valkyrie Zappies Electro Dragon
Fire Spirit Tesla Mega Knight Firecracker Musketeer Valkyrie Zappies Electro Dragon
Valkyrie Fire Spirit Firecracker Tesla Musketeer Zappies Electro Dragon Mega Knight
Tesla Musketeer Zappies
Valkyrie Mega Knight Fire Spirit Firecracker Tesla Musketeer Zappies Electro Dragon

Counters to secondary win conditions

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

Valkyrie Mega Knight Tesla Zappies
Firecracker Tesla Musketeer Valkyrie Electro Dragon Mega Knight
Zappies Mega Knight Musketeer Valkyrie Electro Dragon
Valkyrie Mega Knight Tesla Musketeer Zappies
Tesla Musketeer Valkyrie Zappies Mega Knight
Fire Spirit Firecracker Tesla Musketeer Zappies Electro Dragon
Tesla Musketeer Valkyrie Zappies
Mega Knight Tesla Valkyrie Zappies
Electro Dragon Mega Knight Firecracker Valkyrie Zappies
Tesla Musketeer Zappies
Mega Knight Tesla Musketeer Valkyrie Zappies Electro Dragon
Mega Knight Valkyrie
Mega Knight Tesla Valkyrie Zappies
Firecracker Tesla Musketeer Valkyrie Zappies Electro Dragon Mega Knight
Tesla Zappies Electro Dragon Firecracker Musketeer Valkyrie
Valkyrie Mega Knight Firecracker Tesla Musketeer Zappies Electro 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.)

Firecracker Musketeer Valkyrie Electro Dragon
Firecracker Musketeer Electro Dragon
Electro Dragon
Firecracker Musketeer Valkyrie
Fire Spirit Firecracker Valkyrie Mega Knight
Firecracker Fire Spirit Musketeer Electro Dragon
Fire Spirit Firecracker Musketeer
Fire Spirit Firecracker Electro Dragon
Firecracker Electro Dragon
Fire Spirit Musketeer Electro Dragon
Firecracker Musketeer Valkyrie Electro Dragon
Fire Spirit Firecracker Musketeer Electro Dragon
Fire Spirit Firecracker Musketeer
Firecracker Musketeer Electro Dragon
Firecracker Musketeer
Firecracker Musketeer Electro Dragon
Firecracker Musketeer Electro Dragon Mega Knight
Fire Spirit Firecracker Musketeer Electro Dragon Mega Knight
Fire Spirit Firecracker Valkyrie Electro Dragon Mega Knight
Musketeer Mega Knight
Musketeer
Musketeer Electro Dragon
Firecracker Fire Spirit Valkyrie Electro Dragon Mega Knight
Firecracker Musketeer Electro Dragon
Musketeer Electro Dragon Mega Knight
Firecracker Musketeer
Fire Spirit Firecracker Musketeer Electro Dragon
Electro Dragon Firecracker Musketeer Zappies
Musketeer Electro Dragon Mega Knight
Firecracker Zappies Electro Dragon
Mega Knight
Firecracker
Fire Spirit Musketeer Zappies Electro Dragon
Fire Spirit Firecracker Musketeer Zappies Electro Dragon
Firecracker Musketeer Valkyrie Electro Dragon Mega Knight
Firecracker Musketeer Electro Dragon
Firecracker Musketeer Electro Dragon Mega Knight
Electro Dragon Firecracker Musketeer Zappies
Firecracker Musketeer Zappies Electro Dragon
Electro Dragon Firecracker Musketeer Mega Knight

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: