My Best Clash Royale Deck

Deck Check Rating

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

2 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!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. 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 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 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.

Fire Spirit Goblin Giant

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.

Knight Valkyrie Dark Prince Goblin Giant Skeleton King

Offensive cards

Win conditions

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

Royal Hogs Goblin Giant

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.

Royal Hogs Dark Prince Goblin Giant

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 Goblins Knight Valkyrie Royal Hogs Dark Prince Goblin Giant Skeleton King

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 Royal Hogs 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
Royal Hogs Dark Prince Skeleton King
Giant Snowball
Fire Spirit Goblins Royal Hogs Skeleton King
Zap
Fire Spirit Goblins Royal Hogs Dark Prince Goblin Giant Skeleton King
Barbarian Barrel
Fire Spirit Goblins Knight Valkyrie Royal Hogs Dark Prince Skeleton King
The Log
Fire Spirit Goblins Royal Hogs Dark Prince Skeleton King
Earthquake
Royal Hogs Skeleton King
Arrows
Fire Spirit Goblins Royal Hogs Skeleton King
Royal Delivery
Fire Spirit Goblins Knight Valkyrie Royal Hogs Dark Prince Skeleton King
Fireball
Royal Hogs Skeleton King
Poison
Royal Hogs Skeleton King
Lightning
Knight Valkyrie Dark Prince Skeleton King
Rocket
Valkyrie Royal Hogs Skeleton King

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Valkyrie Dark Prince Skeleton King

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 Knight Valkyrie Dark Prince

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 Goblins

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.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Goblins Knight Valkyrie Dark Prince Skeleton King Royal Hogs Goblin Giant

Shortest cycle

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

10 Fire Spirit Goblins Knight Valkyrie

Attack Synergies 1 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 Knight Royal Hogs Dark Prince Goblin Giant
Goblins
Valkyrie
Knight
Fire Spirit Royal Hogs
Valkyrie
Fire Spirit Goblins Royal Hogs Dark Prince
Royal Hogs
Fire Spirit Knight Valkyrie Dark Prince
Dark Prince
Fire Spirit Valkyrie Royal Hogs Goblin Giant
Goblin Giant
Fire Spirit Dark Prince
Skeleton King

Defense Synergies 1 2

Fire Spirit
Knight Valkyrie
Goblins
Knight
Knight
Fire Spirit Goblins
Valkyrie
Fire Spirit
Royal Hogs
Dark Prince
Goblin Giant
Skeleton King

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.

Knight Valkyrie Goblin Giant
Goblins Knight Valkyrie Dark Prince
Fire Spirit Goblins Knight Valkyrie Dark Prince
Goblins Knight Valkyrie Dark Prince Skeleton King
Valkyrie Dark Prince
Fire Spirit Goblins Valkyrie Dark Prince
Fire Spirit
Valkyrie Goblin Giant
Goblins Skeleton King
Knight Fire Spirit Goblins Valkyrie Dark Prince
Goblins Valkyrie Knight Dark Prince Goblin Giant Skeleton King
Fire Spirit Knight Valkyrie Dark Prince
Fire Spirit Valkyrie Goblins Dark Prince Skeleton King
Knight Skeleton King
Goblins Knight Valkyrie Dark Prince
Fire Spirit Goblins Knight Valkyrie Dark Prince
Valkyrie Fire Spirit Knight Dark Prince
Valkyrie Dark Prince Fire Spirit Goblins Knight Goblin Giant

Counters to secondary win conditions

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

Knight Valkyrie Goblins Dark Prince
Knight Valkyrie
Goblins Knight Valkyrie Dark Prince Goblin Giant
Valkyrie Dark Prince Knight Goblin Giant
Knight Valkyrie Dark Prince Goblin Giant
Fire Spirit Goblin Giant
Dark Prince Goblins Knight Valkyrie Goblin Giant
Knight Valkyrie Dark Prince Goblin Giant
Goblins Knight Valkyrie Dark Prince
Goblin Giant
Knight Valkyrie Dark Prince
Valkyrie Dark Prince Goblin Giant
Dark Prince Knight Valkyrie Goblin Giant Skeleton King
Valkyrie
Goblins Knight Valkyrie Dark Prince Goblin Giant Skeleton King
Valkyrie Dark Prince Skeleton King

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.)

Knight Valkyrie
Goblin Giant
Knight Valkyrie Dark Prince
Fire Spirit Valkyrie Dark Prince
Fire Spirit Goblin Giant
Fire Spirit
Fire Spirit
Fire Spirit Goblins
Knight Valkyrie Dark Prince
Fire Spirit
Fire Spirit Knight
Fire Spirit Dark Prince
Fire Spirit Valkyrie
Fire Spirit Valkyrie Dark Prince
Fire Spirit
Fire Spirit Dark Prince
Fire Spirit
Knight Valkyrie Dark Prince
Skeleton King
Dark Prince
Skeleton King
Dark Prince Goblin Giant

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