My Best Clash Royale Deck

Deck Check Rating

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

2 problems 3 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 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!
Warning No way of punishing your opponent for spending elixir.

When your opponent plays high-cost unit (6 or more) in the back, you have to be able to punish him, preferably by attacking in other lane to not let him accumulate a big push.

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 Baby Dragon Electro 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.

Valkyrie Baby Dragon Giant Skeleton Electro Wizard 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.

Zap Tornado

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 Valkyrie Baby Dragon Giant Skeleton

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 Giant Skeleton Electro Wizard

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
Giant Skeleton Sparky
Giant Snowball
Fire Spirit Baby Dragon
Zap
Fire Spirit Sparky
Barbarian Barrel
Fire Spirit Valkyrie Giant Skeleton Electro Wizard Sparky
The Log
Fire Spirit Giant Skeleton Sparky
Earthquake
Arrows
Fire Spirit
Royal Delivery
Fire Spirit Valkyrie Baby Dragon Giant Skeleton Electro Wizard Sparky
Fireball
Baby Dragon Electro Wizard Sparky
Poison
Electro Wizard Sparky
Lightning
Valkyrie Baby Dragon Electro Wizard Sparky
Rocket
Valkyrie Sparky

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Tornado Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Valkyrie Tornado Baby Dragon Sparky

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 Valkyrie Tornado Baby Dragon Giant Skeleton Sparky

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 Electro 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.

Bad

Geek area

Deck cycle

Cards ordered by elixir

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

Fire Spirit Zap Tornado Valkyrie Baby Dragon Electro Wizard Giant Skeleton Sparky

Shortest cycle

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

10 Fire Spirit Zap Tornado Valkyrie

Attack Synergies 6 19

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 Baby Dragon Giant Skeleton Sparky
Zap
Tornado Electro Wizard Sparky Fire Spirit Valkyrie Baby Dragon Giant Skeleton
Valkyrie
Fire Spirit Zap Tornado Baby Dragon Giant Skeleton Electro Wizard Sparky
Tornado
Zap Baby Dragon Sparky Valkyrie Giant Skeleton
Baby Dragon
Tornado Fire Spirit Zap Valkyrie Giant Skeleton Electro Wizard Sparky
Giant Skeleton
Fire Spirit Zap Valkyrie Tornado Baby Dragon Electro Wizard Sparky
Electro Wizard
Zap Valkyrie Baby Dragon Giant Skeleton Sparky
Sparky
Zap Tornado Fire Spirit Valkyrie Baby Dragon Giant Skeleton Electro Wizard

Defense Synergies 2 21

Fire Spirit
Zap Valkyrie Tornado Giant Skeleton Electro Wizard Sparky
Zap
Electro Wizard Fire Spirit Valkyrie Tornado Baby Dragon Giant Skeleton Sparky
Valkyrie
Fire Spirit Zap Tornado Baby Dragon Electro Wizard Sparky
Tornado
Sparky Fire Spirit Zap Valkyrie Baby Dragon Giant Skeleton Electro Wizard Sparky
Baby Dragon
Zap Valkyrie Tornado Giant Skeleton
Giant Skeleton
Fire Spirit Zap Tornado Baby Dragon Electro Wizard
Electro Wizard
Zap Fire Spirit Valkyrie Tornado Giant Skeleton
Sparky
Tornado Fire Spirit Zap Valkyrie Tornado

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.

Zap Valkyrie Baby Dragon Electro Wizard Sparky
Sparky Zap Valkyrie Electro Wizard
Tornado Sparky Fire Spirit Valkyrie Giant Skeleton Electro Wizard
Sparky Valkyrie Electro Wizard
Valkyrie Tornado Giant Skeleton Sparky
Tornado Fire Spirit Zap Valkyrie Baby Dragon Electro Wizard
Tornado Electro Wizard Fire Spirit Zap Baby Dragon
Zap Valkyrie Baby Dragon Giant Skeleton Electro Wizard Sparky
Sparky Tornado
Tornado Fire Spirit Valkyrie Giant Skeleton Electro Wizard Sparky
Valkyrie Electro Wizard Zap Tornado Baby Dragon Giant Skeleton
Zap Tornado Baby Dragon Electro Wizard
Sparky Fire Spirit Zap Valkyrie Giant Skeleton Electro Wizard
Fire Spirit Valkyrie Sparky Zap Tornado Baby Dragon Electro Wizard
Sparky Electro Wizard
Tornado Zap Electro Wizard Sparky
Sparky Valkyrie Tornado Electro Wizard
Fire Spirit Zap Valkyrie Tornado Baby Dragon Electro Wizard
Zap Valkyrie Tornado Baby Dragon Fire Spirit Giant Skeleton Electro Wizard
Sparky Tornado Electro Wizard
Valkyrie Fire Spirit Baby Dragon Giant Skeleton Electro Wizard Sparky

Counters to secondary win conditions

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

Valkyrie Zap Giant Skeleton Electro Wizard Sparky
Electro Wizard Zap Valkyrie Baby Dragon
Giant Skeleton Zap Valkyrie Electro Wizard Sparky
Valkyrie Giant Skeleton Zap Tornado Electro Wizard Sparky
Giant Skeleton Valkyrie Sparky
Fire Spirit Zap Tornado Baby Dragon Electro Wizard
Sparky Valkyrie Giant Skeleton Electro Wizard
Giant Skeleton Valkyrie Sparky
Zap Giant Skeleton Electro Wizard Valkyrie Tornado Baby Dragon Sparky
Sparky
Valkyrie Giant Skeleton Sparky
Zap Valkyrie Tornado Giant Skeleton Electro Wizard
Giant Skeleton Valkyrie Sparky
Valkyrie Baby Dragon Sparky
Electro Wizard Sparky Zap Valkyrie Tornado Baby Dragon Giant Skeleton
Valkyrie Zap Baby Dragon Giant Skeleton Electro Wizard 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.)

Valkyrie Baby Dragon Giant Skeleton Sparky
Zap Tornado Baby Dragon Electro Wizard
Baby Dragon Giant Skeleton Sparky
Valkyrie Giant Skeleton Sparky
Fire Spirit Zap Valkyrie Baby Dragon Sparky
Fire Spirit Zap Tornado Baby Dragon
Fire Spirit Tornado Baby Dragon Sparky
Fire Spirit Zap Tornado Baby Dragon
Zap Tornado
Fire Spirit Tornado Electro Wizard Sparky
Zap Valkyrie Tornado Electro Wizard Sparky
Fire Spirit Zap Tornado Baby Dragon
Fire Spirit Baby Dragon Sparky
Baby Dragon
Zap Baby Dragon Sparky
Zap Baby Dragon Sparky
Baby Dragon Sparky
Tornado Sparky
Sparky
Fire Spirit Zap Baby Dragon Electro Wizard Sparky
Fire Spirit Zap Valkyrie Tornado Baby Dragon
Baby Dragon Giant Skeleton Sparky
Tornado
Tornado Sparky
Zap Baby Dragon
Zap Tornado Fire Spirit Valkyrie Baby Dragon Sparky
Zap Tornado Baby Dragon Electro Wizard Sparky
Zap Tornado Baby Dragon Sparky
Zap Tornado Baby Dragon Sparky
Fire Spirit Zap Tornado Baby Dragon Electro Wizard Sparky
Zap Electro Wizard
Sparky
Zap Sparky
Zap Electro Wizard Sparky
Giant Skeleton Sparky
Sparky
Zap Electro Wizard Fire Spirit
Fire Spirit Zap Tornado Baby Dragon Electro Wizard
Valkyrie Baby Dragon Electro Wizard Sparky
Zap Baby Dragon
Zap Tornado Giant Skeleton Sparky
Sparky
Zap Tornado Baby Dragon Giant Skeleton Electro Wizard Sparky
Zap Tornado Electro Wizard
Zap Tornado Baby Dragon Giant Skeleton Electro Wizard Sparky

Buying Pass Royale, offers or gems?

Support Deck Shop! Use the code deckshop.

The official Supercell Store: