My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
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 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 Bats Inferno Dragon

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.

Bats Knight Royal Giant Valkyrie Prince Inferno Dragon

Offensive cards

Win conditions

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

Royal 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 Giant 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.

Fire Spirit Knight Royal Giant Valkyrie 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

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
Bats Royal Giant Prince Inferno Dragon
Giant Snowball
Fire Spirit Bats Cannon Inferno Dragon
Zap
Fire Spirit Bats Cannon Royal Giant Prince Inferno Dragon
Barbarian Barrel
Fire Spirit Knight Cannon Valkyrie
The Log
Fire Spirit Cannon Royal Giant Prince
Earthquake
Cannon
Arrows
Fire Spirit Bats
Royal Delivery
Fire Spirit Bats Knight Valkyrie Prince Inferno Dragon
Fireball
Cannon Inferno Dragon
Poison
Bats Cannon
Lightning
Knight Cannon Valkyrie Prince Inferno Dragon
Rocket
Valkyrie Prince Inferno Dragon

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

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 Bats Knight Valkyrie Prince Inferno Dragon

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.

Royal 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

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.

Fire Spirit Bats Knight Cannon Valkyrie Inferno Dragon Prince Royal Giant

Shortest cycle

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

9 Fire Spirit Bats Knight Cannon

Attack Synergies 6 6

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
Royal Giant Valkyrie Knight Prince Inferno Dragon
Bats
Knight Royal Giant Valkyrie Prince Inferno Dragon
Knight
Bats Fire Spirit Prince
Cannon
Royal Giant
Fire Spirit Bats
Valkyrie
Fire Spirit Bats Prince
Prince
Valkyrie Fire Spirit Bats Knight
Inferno Dragon
Fire Spirit Bats

Defense Synergies 3 9

Fire Spirit
Knight Valkyrie
Bats
Knight Cannon Valkyrie Prince Inferno Dragon
Knight
Fire Spirit Bats Cannon
Cannon
Knight Bats Valkyrie Prince Inferno Dragon
Royal Giant
Valkyrie
Fire Spirit Bats Cannon Prince
Prince
Bats Cannon Valkyrie
Inferno Dragon
Bats 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.

Knight Cannon Valkyrie
Inferno Dragon Bats Knight Cannon Valkyrie Prince
Cannon Prince Fire Spirit Bats Knight Valkyrie Inferno Dragon
Cannon Prince Inferno Dragon Bats Knight Valkyrie
Valkyrie Prince
Fire Spirit Bats Cannon Valkyrie
Bats Inferno Dragon Fire Spirit Cannon
Cannon Valkyrie
Cannon Inferno Dragon Prince
Knight Fire Spirit Cannon Valkyrie Prince
Bats Valkyrie Knight Cannon
Inferno Dragon Bats
Cannon Prince Fire Spirit Bats Knight Valkyrie
Fire Spirit Valkyrie Bats Cannon Prince
Inferno Dragon Knight Cannon Prince
Cannon Prince Inferno Dragon
Bats Knight Cannon Valkyrie Prince
Fire Spirit Cannon Bats Knight Valkyrie Prince
Valkyrie Fire Spirit Bats Knight Cannon Inferno Dragon
Cannon Prince Inferno Dragon
Valkyrie Fire Spirit Bats Knight Cannon Prince

Counters to secondary win conditions

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

Knight Valkyrie Prince
Knight Valkyrie Prince Inferno Dragon
Bats Knight Valkyrie Prince
Valkyrie Prince Bats Knight
Knight Cannon Valkyrie Prince Inferno Dragon
Fire Spirit Bats
Prince Bats Knight Valkyrie
Knight Valkyrie Prince Inferno Dragon
Bats Knight Valkyrie Prince Inferno Dragon
Cannon Inferno Dragon
Inferno Dragon Bats Knight Valkyrie Prince
Valkyrie Prince
Prince Knight Cannon Valkyrie
Cannon Valkyrie
Bats Knight Valkyrie Prince Inferno Dragon
Bats Valkyrie Cannon Inferno 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.)

Knight Valkyrie
Knight Valkyrie Prince
Fire Spirit Valkyrie
Fire Spirit Bats
Fire Spirit
Fire Spirit
Fire Spirit Bats Prince
Knight Valkyrie Prince
Fire Spirit
Fire Spirit Knight
Prince
Bats
Fire Spirit Prince
Fire Spirit Valkyrie
Prince
Prince
Fire Spirit Valkyrie
Inferno Dragon
Prince
Fire Spirit Bats
Bats
Prince
Fire Spirit Bats Prince
Fire Spirit
Knight Valkyrie Prince
Prince
Bats
Bats
Prince

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