My Best Clash Royale Deck

Deck Check Rating

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

1 problems 2 warnings Why?

Deck tips

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

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 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!

Advanced stuff

Defensive cards

Anti-air

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

Fire Spirit Spear Goblins Witch

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.

Spear Goblins Valkyrie Witch Bowler

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.

Zap

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 Spear Goblins 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
Spear Goblins Royal Hogs Guards
Giant Snowball
Fire Spirit Spear Goblins Royal Hogs Guards Witch
Zap
Fire Spirit Spear Goblins Royal Hogs Guards Witch
Barbarian Barrel
Fire Spirit Spear Goblins Valkyrie Royal Hogs Guards Witch
The Log
Fire Spirit Spear Goblins Royal Hogs Guards Witch
Earthquake
Spear Goblins Royal Hogs Guards Witch
Arrows
Fire Spirit Spear Goblins Royal Hogs Guards Witch
Royal Delivery
Fire Spirit Spear Goblins Valkyrie Royal Hogs Guards Witch Bowler
Fireball
Royal Hogs Witch Bowler
Poison
Spear Goblins Royal Hogs Guards Witch
Lightning
Valkyrie Witch Bowler
Rocket
Valkyrie Royal Hogs Witch Bowler

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Valkyrie Bowler

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 Spear Goblins Valkyrie Guards Bowler

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 Witch

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 Spear Goblins Zap Guards Valkyrie Royal Hogs Witch Bowler

Shortest cycle

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

8 Fire Spirit Spear Goblins Zap Guards

Attack Synergies 2 16

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 Zap Royal Hogs Bowler
Spear Goblins
Valkyrie Zap Royal Hogs Bowler
Zap
Fire Spirit Spear Goblins Valkyrie Royal Hogs Guards Witch Bowler
Valkyrie
Fire Spirit Spear Goblins Zap Royal Hogs Witch
Royal Hogs
Fire Spirit Spear Goblins Zap Valkyrie Guards Bowler
Guards
Zap Royal Hogs
Witch
Zap Valkyrie Bowler
Bowler
Fire Spirit Spear Goblins Zap Royal Hogs Witch

Defense Synergies 0 15

Fire Spirit
Spear Goblins Zap Valkyrie
Spear Goblins
Fire Spirit Zap Valkyrie Guards Bowler
Zap
Fire Spirit Spear Goblins Valkyrie Guards Witch Bowler
Valkyrie
Fire Spirit Spear Goblins Zap Witch Bowler
Royal Hogs
Guards
Spear Goblins Zap Witch
Witch
Zap Valkyrie Guards Bowler
Bowler
Spear Goblins Zap Valkyrie Witch

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.

Bowler Spear Goblins Zap Valkyrie
Zap Valkyrie Witch
Witch Bowler Fire Spirit Valkyrie
Witch Valkyrie Guards Bowler
Valkyrie Bowler
Bowler Fire Spirit Spear Goblins Zap Valkyrie Guards
Fire Spirit Spear Goblins Zap Witch
Bowler Zap Valkyrie
Witch
Guards Fire Spirit Spear Goblins Valkyrie Bowler
Valkyrie Guards Witch Spear Goblins Zap Bowler
Spear Goblins Zap Witch
Bowler Fire Spirit Zap Valkyrie Guards Witch
Fire Spirit Valkyrie Bowler Zap Guards Witch
Zap Bowler
Valkyrie Witch Bowler
Fire Spirit Spear Goblins Zap Valkyrie Guards Witch Bowler
Zap Valkyrie Witch Fire Spirit Spear Goblins Guards Bowler
Valkyrie Bowler Fire Spirit Spear Goblins Guards Witch

Counters to secondary win conditions

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

Valkyrie Guards Spear Goblins Zap Witch Bowler
Zap Valkyrie Bowler
Guards Spear Goblins Zap Valkyrie Witch Bowler
Valkyrie Guards Bowler Zap
Valkyrie Guards Witch Bowler
Fire Spirit Zap Witch
Guards Spear Goblins Valkyrie Witch Bowler
Valkyrie
Zap Spear Goblins Valkyrie Witch
Witch Guards
Valkyrie Guards Witch Bowler
Zap Valkyrie Guards Bowler
Bowler Valkyrie Guards Witch
Valkyrie Witch Bowler
Guards Witch Spear Goblins Zap Valkyrie Bowler
Valkyrie Bowler Zap Witch

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.)

Valkyrie Guards
Zap Bowler
Valkyrie Guards
Fire Spirit Zap Valkyrie Bowler
Fire Spirit Spear Goblins Zap Witch
Fire Spirit Witch Bowler
Fire Spirit Zap Bowler
Zap
Fire Spirit Guards Bowler
Zap Valkyrie Bowler
Fire Spirit Zap
Fire Spirit Bowler
Zap
Spear Goblins Zap Witch Bowler
Bowler
Fire Spirit Zap Bowler
Fire Spirit Zap Valkyrie Witch Bowler
Bowler
Bowler
Zap
Zap Fire Spirit Valkyrie Witch Bowler
Witch
Zap Witch Bowler
Zap Witch Bowler
Zap
Fire Spirit Zap Witch
Zap Guards Witch
Bowler
Zap
Zap
Bowler
Zap Fire Spirit Spear Goblins Guards Witch
Fire Spirit Zap Witch
Valkyrie Bowler
Zap Bowler
Zap
Zap Guards Witch Bowler
Zap Witch
Zap Witch Bowler

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