My Best Clash Royale Deck

Deck Check Rating

Attack
Good
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 Baby Dragon Night 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.

Royal Giant Valkyrie Baby Dragon Night Witch

Offensive cards

Win conditions

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

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap The Log

Punishments

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

Royal Giant

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 Barbarians Royal Giant Valkyrie Baby Dragon

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

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
Royal Giant Night Witch
Giant Snowball
Fire Spirit Barbarians Baby Dragon Night Witch
Zap
Fire Spirit Royal Giant Night Witch
Barbarian Barrel
Fire Spirit Barbarians Valkyrie Night Witch
The Log
Fire Spirit Barbarians Royal Giant
Earthquake
Barbarians
Arrows
Fire Spirit Night Witch
Royal Delivery
Fire Spirit Barbarians Valkyrie Baby Dragon Night Witch
Fireball
Barbarians Baby Dragon Night Witch
Poison
Barbarians Night Witch
Lightning
Valkyrie Baby Dragon Night Witch
Rocket
Barbarians Valkyrie Night Witch

Against air swarms

Spells and units that can counter air swarms.

Fire Spirit Zap Baby Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Fire Spirit Zap Valkyrie Baby Dragon 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 Valkyrie Baby Dragon Night Witch

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.

Royal Giant

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 Barbarians

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 Zap The Log Valkyrie Baby Dragon Night Witch Barbarians Royal Giant

Shortest cycle

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

9 Fire Spirit Zap The Log Valkyrie

Attack Synergies 2 11

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
Royal Giant Valkyrie Zap Baby Dragon
Zap
Fire Spirit Royal Giant Valkyrie Baby Dragon The Log Night Witch
Barbarians
Royal Giant
Fire Spirit Zap Baby Dragon The Log Night Witch
Valkyrie
Fire Spirit Zap Baby Dragon
Baby Dragon
Fire Spirit Zap Royal Giant Valkyrie
The Log
Zap Royal Giant
Night Witch
Zap Royal Giant

Defense Synergies 0 13

Fire Spirit
Zap Valkyrie The Log
Zap
Fire Spirit Barbarians Valkyrie Baby Dragon The Log Night Witch
Barbarians
Zap
Royal Giant
Valkyrie
Fire Spirit Zap Baby Dragon The Log Night Witch
Baby Dragon
Zap Valkyrie The Log
The Log
Fire Spirit Zap Valkyrie Baby Dragon Night Witch
Night Witch
Zap Valkyrie The Log

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 The Log
Barbarians Zap Valkyrie The Log Night Witch
Barbarians Fire Spirit Valkyrie Night Witch
Barbarians Night Witch Valkyrie
Barbarians Valkyrie The Log
The Log Fire Spirit Zap Valkyrie Baby Dragon Night Witch
Fire Spirit Zap Baby Dragon Night Witch
Zap Barbarians Valkyrie Baby Dragon The Log
Barbarians Night Witch
Fire Spirit Barbarians Valkyrie Night Witch
Barbarians Valkyrie Zap Baby Dragon The Log Night Witch
Zap Baby Dragon Night Witch
Barbarians Night Witch Fire Spirit Zap Valkyrie The Log
Fire Spirit Valkyrie Zap Barbarians Baby Dragon The Log Night Witch
Barbarians
Barbarians Zap The Log
Barbarians Valkyrie Night Witch
Fire Spirit Zap Barbarians Valkyrie Baby Dragon The Log Night Witch
Zap Valkyrie Baby Dragon The Log Fire Spirit Barbarians
Barbarians
Valkyrie Fire Spirit Barbarians Baby Dragon The Log Night Witch

Counters to secondary win conditions

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

Barbarians Valkyrie Zap
Zap Valkyrie Baby Dragon The Log
Barbarians Zap Valkyrie The Log
Valkyrie Zap Barbarians The Log Night Witch
Barbarians Valkyrie Night Witch
Fire Spirit Zap Baby Dragon
Barbarians Valkyrie Night Witch
Barbarians Valkyrie
Zap Barbarians Valkyrie Baby Dragon The Log
Barbarians
Barbarians Valkyrie
Zap Barbarians Valkyrie The Log
Barbarians Valkyrie Night Witch
Barbarians Valkyrie Baby Dragon
Barbarians Zap Valkyrie Baby Dragon The Log Night Witch
Valkyrie Zap Barbarians Baby Dragon 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.)

Valkyrie Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
Barbarians Valkyrie The Log
Fire Spirit Zap Valkyrie Baby Dragon The Log
Fire Spirit Zap Baby Dragon
Fire Spirit Baby Dragon The Log
The Log Fire Spirit Zap Baby Dragon
The Log Zap
Fire Spirit Night Witch
Zap Valkyrie The Log
Fire Spirit Zap Baby Dragon
Fire Spirit Baby Dragon The Log
Baby Dragon
Zap Baby Dragon The Log
Zap Baby Dragon The Log
Baby Dragon The Log
Night Witch
Fire Spirit Zap Baby Dragon The Log
Fire Spirit Zap Valkyrie Baby Dragon The Log
Baby Dragon The Log Night Witch
The Log
Zap Barbarians Baby Dragon The Log
Zap The Log Fire Spirit Valkyrie Baby Dragon
The Log Zap Baby Dragon
Zap Baby Dragon The Log
Zap Baby Dragon The Log
Fire Spirit Zap Baby Dragon Night Witch
Zap
Night Witch
Zap The Log Night Witch
Zap
The Log
Zap Fire Spirit Barbarians Night Witch
Fire Spirit Zap Baby Dragon
The Log
Valkyrie Baby Dragon
The Log Zap Baby Dragon
Zap
Zap Baby Dragon The Log
Zap
Zap Baby Dragon The Log

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