My Best Clash Royale Deck

Deck Check Rating

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

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 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 Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

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!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. 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.

Wizard

Defensive buildings

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

Barbarian Hut

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 Barbarian Hut Dark Prince Lumberjack Sparky

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.

Fireball

Punishments

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

Dark Prince Lumberjack

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.

Valkyrie Dark Prince Lumberjack

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 Dark Prince Lumberjack

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
Clone Dark Prince Sparky
Giant Snowball
Clone Lumberjack
Zap
Clone Dark Prince Sparky
Barbarian Barrel
Valkyrie Wizard Barbarian Hut Clone Dark Prince Lumberjack Sparky
The Log
Barbarian Hut Clone Dark Prince Lumberjack Sparky
Earthquake
Barbarian Hut Clone
Arrows
Clone
Royal Delivery
Valkyrie Wizard Clone Dark Prince Lumberjack Sparky
Fireball
Wizard Barbarian Hut Clone Lumberjack Sparky
Poison
Wizard Barbarian Hut Clone Sparky
Lightning
Valkyrie Wizard Barbarian Hut Dark Prince Lumberjack Sparky
Rocket
Valkyrie Wizard Barbarian Hut Sparky

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fireball Valkyrie Wizard Dark Prince Sparky

Ladder info

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.

Valkyrie Clone Dark Prince Sparky

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.

Fireball 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.

RIP

Geek area

Deck cycle

Cards ordered by elixir

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

Clone Fireball Valkyrie Dark Prince Lumberjack Wizard Barbarian Hut Sparky

Shortest cycle

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

15 Clone Fireball Valkyrie Dark Prince

Attack Synergies 1 15

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.

Fireball
Dark Prince Sparky
Valkyrie
Lumberjack Wizard Barbarian Hut Dark Prince Sparky
Wizard
Valkyrie Dark Prince Lumberjack Sparky
Barbarian Hut
Valkyrie Dark Prince
Clone
Lumberjack Sparky
Dark Prince
Fireball Valkyrie Wizard Barbarian Hut Lumberjack Sparky
Lumberjack
Valkyrie Wizard Clone Dark Prince Sparky
Sparky
Fireball Valkyrie Wizard Clone Dark Prince Lumberjack

Defense Synergies 0 9

Fireball
Valkyrie Barbarian Hut Dark Prince Lumberjack
Valkyrie
Fireball Wizard Lumberjack Sparky
Wizard
Valkyrie Dark Prince Lumberjack
Barbarian Hut
Fireball
Clone
Dark Prince
Fireball Wizard
Lumberjack
Fireball Valkyrie Wizard
Sparky
Valkyrie

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.

Barbarian Hut Fireball Valkyrie Wizard Sparky
Barbarian Hut Lumberjack Sparky Valkyrie Dark Prince
Barbarian Hut Lumberjack Sparky Valkyrie Dark Prince
Barbarian Hut Lumberjack Sparky Valkyrie Dark Prince
Fireball Valkyrie Dark Prince Lumberjack Sparky
Fireball Valkyrie Dark Prince Lumberjack
Fireball Wizard Barbarian Hut
Barbarian Hut Fireball Valkyrie Sparky
Barbarian Hut Sparky Lumberjack
Valkyrie Dark Prince Lumberjack Sparky
Valkyrie Fireball Wizard Dark Prince Lumberjack
Fireball Wizard Barbarian Hut
Barbarian Hut Lumberjack Sparky Fireball Valkyrie Wizard Dark Prince
Fireball Valkyrie Wizard Barbarian Hut Sparky Dark Prince Lumberjack
Barbarian Hut Sparky Lumberjack
Barbarian Hut Fireball Lumberjack Sparky
Wizard Barbarian Hut Sparky Fireball Valkyrie Dark Prince Lumberjack
Fireball Valkyrie Wizard Barbarian Hut Dark Prince Lumberjack
Valkyrie Wizard Fireball Barbarian Hut Dark Prince Lumberjack
Barbarian Hut Sparky Lumberjack
Valkyrie Wizard Dark Prince Fireball Lumberjack Sparky

Counters to secondary win conditions

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

Valkyrie Barbarian Hut Lumberjack Fireball Dark Prince Sparky
Fireball Valkyrie Wizard Lumberjack
Lumberjack Valkyrie Barbarian Hut Dark Prince Sparky
Valkyrie Dark Prince Lumberjack Fireball Barbarian Hut Sparky
Barbarian Hut Valkyrie Dark Prince Lumberjack Sparky
Fireball Wizard
Dark Prince Sparky Fireball Valkyrie Barbarian Hut Lumberjack
Valkyrie Barbarian Hut Dark Prince Lumberjack Sparky
Fireball Valkyrie Barbarian Hut Dark Prince Sparky
Barbarian Hut Sparky
Valkyrie Dark Prince Lumberjack Sparky
Fireball Valkyrie Dark Prince
Dark Prince Fireball Valkyrie Wizard Barbarian Hut Lumberjack Sparky
Wizard Fireball Valkyrie Barbarian Hut Sparky
Sparky Fireball Valkyrie Barbarian Hut Dark Prince Lumberjack
Valkyrie Fireball Wizard Barbarian Hut Dark Prince Sparky

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 Barbarian Hut Sparky
Fireball
Fireball Barbarian Hut Sparky
Fireball Valkyrie Barbarian Hut Dark Prince Sparky
Fireball Wizard Valkyrie Dark Prince Sparky
Fireball Wizard
Wizard Sparky
Fireball Wizard Barbarian Hut
Fireball Wizard
Fireball Lumberjack Sparky
Fireball Valkyrie Wizard Dark Prince Sparky
Fireball Wizard
Fireball Barbarian Hut Sparky
Fireball
Fireball Barbarian Hut Sparky
Fireball Wizard Barbarian Hut Sparky
Fireball Wizard Barbarian Hut Sparky
Fireball Sparky
Sparky
Fireball Wizard Dark Prince Sparky
Fireball Valkyrie Wizard
Fireball Sparky
Fireball Wizard
Sparky
Fireball Barbarian Hut
Fireball Valkyrie Wizard Dark Prince Sparky
Fireball Wizard Sparky
Fireball Wizard Sparky
Fireball Sparky
Fireball Wizard Sparky
Fireball Wizard
Fireball Sparky
Fireball Wizard Sparky
Fireball Sparky
Sparky
Fireball Wizard Sparky
Fireball Barbarian Hut Dark Prince
Fireball Wizard
Fireball
Fireball Valkyrie Wizard Dark Prince Lumberjack Sparky
Fireball Wizard
Fireball Sparky
Dark Prince Sparky
Fireball Sparky
Fireball
Fireball Dark Prince Sparky

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