My Best Clash Royale Deck

Deck Check Rating

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

3 warnings Why?

Deck tips

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

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!
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 Archers Minions Ice Golem

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.

Archers Ice Golem Valkyrie

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.

The Log

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.

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 Ice Golem 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

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
Archers Minions Hog Rider
Giant Snowball
Fire Spirit Archers Minions Cannon Hog Rider
Zap
Fire Spirit Archers Minions Cannon
Barbarian Barrel
Fire Spirit Archers Cannon Valkyrie
The Log
Fire Spirit Archers Cannon Hog Rider
Earthquake
Archers Cannon Hog Rider
Arrows
Fire Spirit Archers Minions
Royal Delivery
Fire Spirit Archers Minions Valkyrie Hog Rider
Fireball
Archers Minions Cannon Hog Rider
Poison
Archers Minions Cannon
Lightning
Cannon Ice Golem Valkyrie
Rocket
Valkyrie Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Ice Golem

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Ice Golem Valkyrie The Log

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 Ice Golem Valkyrie

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 Ice Golem

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 Ice Golem The Log Archers Minions Cannon Valkyrie Hog Rider

Shortest cycle

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

8 Fire Spirit Ice Golem The Log Archers

Attack Synergies 8 4

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 Ice Golem
Archers
Ice Golem Valkyrie Hog Rider
Minions
Hog Rider Ice Golem Valkyrie
Cannon
Ice Golem
Archers Hog Rider Fire Spirit Minions
Valkyrie
Fire Spirit Archers Hog Rider Minions
Hog Rider
Fire Spirit Minions Ice Golem Valkyrie The Log Archers
The Log
Hog Rider

Defense Synergies 6 11

Fire Spirit
Ice Golem Valkyrie The Log
Archers
Ice Golem Valkyrie Minions Cannon The Log
Minions
Ice Golem Valkyrie Archers Cannon The Log
Cannon
Ice Golem The Log Archers Minions Valkyrie
Ice Golem
Archers Minions Cannon Fire Spirit The Log
Valkyrie
Archers Minions Fire Spirit Cannon The Log
Hog Rider
The Log
Cannon Fire Spirit Archers Minions Ice Golem 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.

Minions Cannon Ice Golem Valkyrie The Log
Minions Cannon Valkyrie The Log
Cannon Fire Spirit Archers Minions Valkyrie
Cannon Minions Valkyrie
Valkyrie The Log
The Log Fire Spirit Archers Minions Cannon Valkyrie
Minions Fire Spirit Archers Cannon
Cannon Ice Golem Valkyrie The Log
Cannon Minions
Fire Spirit Archers Cannon Ice Golem Valkyrie
Archers Minions Valkyrie Cannon Ice Golem The Log
Minions Archers
Cannon Fire Spirit Minions Valkyrie The Log
Fire Spirit Valkyrie Minions Cannon The Log
Cannon
Cannon The Log
Minions Cannon Valkyrie
Fire Spirit Cannon Archers Minions Valkyrie The Log
Valkyrie The Log Fire Spirit Archers Minions Cannon Ice Golem
Cannon
Valkyrie Fire Spirit Archers Minions Cannon The Log

Counters to secondary win conditions

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

Valkyrie Archers Ice Golem
Archers Ice Golem Valkyrie The Log
Minions Ice Golem Valkyrie The Log
Valkyrie Ice Golem The Log
Cannon Valkyrie
Fire Spirit Archers Minions Ice Golem
Archers Minions Ice Golem Valkyrie
Valkyrie
Minions Ice Golem Valkyrie The Log
Cannon
Minions Valkyrie
Valkyrie The Log
Cannon Ice Golem Valkyrie
Archers Cannon Valkyrie
Archers Minions Ice Golem Valkyrie The Log
Minions Valkyrie Archers Cannon Ice Golem The Log

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.)

Ice Golem Valkyrie The Log
The Log
The Log
Ice Golem Valkyrie The Log
Fire Spirit Valkyrie The Log
Fire Spirit Minions Ice Golem
Fire Spirit Archers The Log
The Log Fire Spirit Ice Golem
The Log
Fire Spirit Minions
Valkyrie The Log
Fire Spirit Archers
Fire Spirit Ice Golem The Log
Minions
Ice Golem The Log
The Log
The Log
Minions
Fire Spirit Archers The Log
Fire Spirit Valkyrie The Log
Minions The Log
The Log
The Log
Ice Golem The Log Fire Spirit Valkyrie
The Log
The Log
The Log
Fire Spirit Archers Ice Golem
Minions
The Log
The Log
Fire Spirit Archers Minions
Fire Spirit Archers
The Log
Valkyrie
The Log Ice Golem
Minions The Log
The Log

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