My Best Clash Royale Deck

Deck Check Rating

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

1 warnings Why?

Deck tips

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

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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Minions Wizard Electro Wizard

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 Wizard Electro Wizard

Offensive cards

Win conditions

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

Hog Rider

Damage spells

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

Fireball

Punishments

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

Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Fire Spirit Barbarians Valkyrie Hog Rider

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 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
Minions Hog Rider
Giant Snowball
Fire Spirit Minions Barbarians Hog Rider
Zap
Fire Spirit Minions
Barbarian Barrel
Fire Spirit Barbarians Valkyrie Wizard Electro Wizard
The Log
Fire Spirit Barbarians Hog Rider
Earthquake
Barbarians Hog Rider
Arrows
Fire Spirit Minions
Royal Delivery
Fire Spirit Minions Barbarians Valkyrie Hog Rider Wizard Electro Wizard
Fireball
Minions Barbarians Hog Rider Wizard Electro Wizard
Poison
Minions Barbarians Wizard Electro Wizard
Lightning
Valkyrie Wizard Electro Wizard
Rocket
Barbarians Valkyrie Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Fireball Valkyrie Wizard

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

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

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 Minions Barbarians Fireball Wizard 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.

Good

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Minions Fireball Valkyrie Hog Rider Electro Wizard Barbarians Wizard

Shortest cycle

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

12 Fire Spirit Minions Fireball Valkyrie

Attack Synergies 5 7

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 Hog Rider
Minions
Hog Rider Valkyrie
Barbarians
Hog Rider
Fireball
Hog Rider Electro Wizard
Valkyrie
Fire Spirit Hog Rider Minions Wizard Electro Wizard
Hog Rider
Fire Spirit Minions Fireball Valkyrie Barbarians Wizard Electro Wizard
Wizard
Valkyrie Hog Rider
Electro Wizard
Fireball Valkyrie Hog Rider

Defense Synergies 1 8

Fire Spirit
Valkyrie Electro Wizard
Minions
Valkyrie Electro Wizard
Barbarians
Fireball
Valkyrie Electro Wizard
Valkyrie
Minions Fire Spirit Fireball Wizard Electro Wizard
Hog Rider
Wizard
Valkyrie Electro Wizard
Electro Wizard
Fire Spirit Minions Fireball Valkyrie 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.

Minions Fireball Valkyrie Wizard Electro Wizard
Barbarians Minions Valkyrie Electro Wizard
Barbarians Fire Spirit Minions Valkyrie Electro Wizard
Barbarians Minions Valkyrie Electro Wizard
Barbarians Fireball Valkyrie
Fireball Fire Spirit Minions Valkyrie Electro Wizard
Minions Electro Wizard Fire Spirit Fireball Wizard
Barbarians Fireball Valkyrie Electro Wizard
Barbarians Minions
Fire Spirit Barbarians Valkyrie Electro Wizard
Minions Barbarians Valkyrie Electro Wizard Fireball Wizard
Minions Fireball Wizard Electro Wizard
Barbarians Fire Spirit Minions Fireball Valkyrie Wizard Electro Wizard
Fire Spirit Fireball Valkyrie Wizard Minions Barbarians Electro Wizard
Barbarians Electro Wizard
Barbarians Fireball Electro Wizard
Barbarians Wizard Minions Fireball Valkyrie Electro Wizard
Fire Spirit Fireball Minions Barbarians Valkyrie Wizard Electro Wizard
Valkyrie Wizard Fire Spirit Minions Barbarians Fireball Electro Wizard
Barbarians Electro Wizard
Valkyrie Wizard Fire Spirit Minions Barbarians Fireball Electro Wizard

Counters to secondary win conditions

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

Barbarians Valkyrie Fireball Electro Wizard
Fireball Electro Wizard Valkyrie Wizard
Barbarians Minions Valkyrie Electro Wizard
Valkyrie Barbarians Fireball Electro Wizard
Barbarians Valkyrie
Fire Spirit Fireball Wizard Minions Electro Wizard
Minions Barbarians Fireball Valkyrie Electro Wizard
Barbarians Valkyrie
Electro Wizard Minions Barbarians Fireball Valkyrie
Barbarians
Minions Barbarians Valkyrie
Barbarians Fireball Valkyrie Electro Wizard
Barbarians Fireball Valkyrie Wizard
Wizard Barbarians Fireball Valkyrie
Barbarians Electro Wizard Minions Fireball Valkyrie
Minions Valkyrie Barbarians Fireball Wizard Electro Wizard

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.)

Fireball Valkyrie
Fireball Electro Wizard
Fireball
Barbarians Fireball Valkyrie
Fireball Wizard Fire Spirit Valkyrie
Fireball Wizard Fire Spirit Minions
Fire Spirit Wizard
Fireball Fire Spirit Wizard
Fireball Wizard
Fire Spirit Minions Fireball Electro Wizard
Fireball Valkyrie Wizard Electro Wizard
Fireball Fire Spirit Wizard
Fire Spirit Fireball
Minions Fireball
Fireball
Fireball Wizard
Fireball Wizard
Fireball
Minions
Fire Spirit Fireball Wizard Electro Wizard
Fire Spirit Fireball Valkyrie Wizard
Minions Fireball
Fireball Wizard
Barbarians Fireball
Fire Spirit Fireball Valkyrie Wizard
Fireball Wizard Electro Wizard
Fireball Wizard
Fireball
Fire Spirit Fireball Wizard Electro Wizard
Electro Wizard Minions Fireball Wizard
Fireball
Fireball Wizard
Fireball Electro Wizard
Fireball Wizard
Electro Wizard Fire Spirit Minions Barbarians Fireball
Fireball Fire Spirit Wizard Electro Wizard
Fireball
Fireball Valkyrie Wizard Electro Wizard
Fireball Wizard
Fireball
Minions Fireball Electro Wizard
Fireball Electro Wizard
Fireball Electro Wizard

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