My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Mediocre
Versatility
Good
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 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.

Bomber Bats Knight Valkyrie Wizard

Offensive cards

Win conditions

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

Royal Hogs

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

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 Valkyrie Royal Hogs

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

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
Bomber Bats Royal Hogs Clone
Giant Snowball
Fire Spirit Bomber Bats Royal Hogs Clone
Zap
Fire Spirit Bomber Bats Royal Hogs Clone
Barbarian Barrel
Fire Spirit Bomber Knight Valkyrie Wizard Royal Hogs Clone
The Log
Fire Spirit Bomber Royal Hogs Clone
Earthquake
Bomber Royal Hogs Clone
Arrows
Fire Spirit Bomber Bats Royal Hogs Clone
Royal Delivery
Fire Spirit Bomber Bats Knight Valkyrie Wizard Royal Hogs Clone
Fireball
Bomber Wizard Royal Hogs Clone
Poison
Bomber Bats Wizard Royal Hogs Clone
Lightning
Knight Valkyrie Wizard
Rocket
Valkyrie Wizard Royal Hogs

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Bomber 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 Bats Knight Valkyrie Clone

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 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.

Godly!

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Bomber Bats Knight Clone Valkyrie Wizard Royal Hogs

Shortest cycle

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

8 Fire Spirit Bomber Bats Knight

Attack Synergies 3 14

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
Bomber
Bats Knight Valkyrie Royal Hogs
Bats
Knight Valkyrie Bomber Royal Hogs Clone
Knight
Bats Fire Spirit Bomber Wizard Royal Hogs
Valkyrie
Fire Spirit Bats Bomber Wizard Royal Hogs
Wizard
Knight Valkyrie Royal Hogs
Royal Hogs
Fire Spirit Bomber Bats Knight Valkyrie Wizard Clone
Clone
Bats Royal Hogs

Defense Synergies 3 6

Fire Spirit
Knight Valkyrie
Bomber
Knight Bats Valkyrie
Bats
Knight Bomber Valkyrie
Knight
Fire Spirit Bomber Bats Wizard
Valkyrie
Fire Spirit Bomber Bats Wizard
Wizard
Knight Valkyrie
Royal Hogs
Clone

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.

Bomber Knight Valkyrie Wizard
Bomber Bats Knight Valkyrie
Fire Spirit Bomber Bats Knight Valkyrie
Bomber Bats Knight Valkyrie
Bomber Valkyrie
Fire Spirit Bomber Bats Valkyrie
Bats Fire Spirit Wizard
Valkyrie
Knight Fire Spirit Bomber Valkyrie
Bats Valkyrie Bomber Knight Wizard
Bats Wizard
Fire Spirit Bomber Bats Knight Valkyrie Wizard
Fire Spirit Bomber Valkyrie Wizard Bats
Knight
Wizard Bomber Bats Knight Valkyrie
Fire Spirit Bomber Bats Knight Valkyrie Wizard
Valkyrie Wizard Fire Spirit Bomber Bats Knight
Bomber Valkyrie Wizard Fire Spirit Bats Knight

Counters to secondary win conditions

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

Knight Valkyrie
Bomber Knight Valkyrie Wizard
Bats Knight Valkyrie
Valkyrie Bats Knight
Knight Valkyrie
Fire Spirit Wizard Bats
Bats Knight Valkyrie
Knight Valkyrie
Bats Knight Valkyrie
Bats Knight Valkyrie
Valkyrie
Knight Valkyrie Wizard
Wizard Bomber Valkyrie
Bomber Bats Knight Valkyrie
Bats Valkyrie Bomber 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.)

Knight Valkyrie
Knight Valkyrie
Bomber Wizard Fire Spirit Valkyrie
Wizard Fire Spirit Bats
Fire Spirit Bomber Wizard
Fire Spirit Wizard
Wizard
Fire Spirit Bats
Knight Valkyrie Wizard
Fire Spirit Wizard
Fire Spirit Knight
Bomber Wizard
Wizard
Bomber Bats
Fire Spirit Bomber Wizard
Fire Spirit Bomber Valkyrie Wizard
Wizard
Fire Spirit Bomber Valkyrie Wizard
Wizard
Wizard
Fire Spirit Bats Wizard
Bats Wizard
Bomber Wizard
Wizard
Fire Spirit Bats
Fire Spirit Wizard
Knight Valkyrie Wizard
Bomber Wizard
Bats
Bats

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: